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[wip] rendering extrusions in glfw: still improperly depth testing + …
…lighting only stubbed
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Change rendering from per-tile to per-tile vector (allowing layers to…
… be grouped)
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wip extrusion texture commit before rebase
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rebase success: wip; have extrusion texture preliminarily working; ne…
…ed to fix depth testing, properly setting up renderbuffer, etc
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wip: rendering to external texture/renderbuffers, but why are there s…
…tripes 😭
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Light (initial implementation, needs work)
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Further light implementation details
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cleanup transform_state light placeholders
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abhorrently non-atomic commit in which most things work
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[ci skip] Update renderbuffer storage type, start cleanups, use evalu…
…ated fill-extrusion-opacity
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* Fix extrusion texture paint properties argument so as not to attempt to use a non-uploaded buffer * TEMP/TODO: workaround for style deleting needed tiles in RenderData rework
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Implement transitions for light properties.
* These may be more complicated than necessary -- will now try to whittle down
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Add fill-extrusion properties to darwin overrides files
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Use GL_DEPTH_COMPONENT rather than GL_DEPTH_COMPONENT16 to allow for …
…implementation-specific depth resolutions (fixes stripes/zigzags)
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Update darwin overrides + generated code
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unit test: StyleConversion.Light
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unit test: Position.Calculations
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Rearrange mat3 translation so no include/ files depend on src/ header…
…s after rebase
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Cleanups (TODOs, unused includes, formatting
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Mark tiles as used, necessary for properly generating clipping masks
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Define DepthComponent as GL/GLES-dependent
* GLES ES2 supports only GL_DEPTH_COMPONENT16 as a valid RenderbufferStorage internalformat (though GLES ES3 will support 16, 24 and 32F) * OpenGL supports GL_DEPTH_COMPONENT, which determines its own size as needed. This is necessary as 16 bits seems to not be high enough resolution for desktop implementations
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fix latitude in transform_state after rebase
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Only add RenderTiles to order if they have data available
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Ran android-style-code make target
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Amend position test error message based on generalized array converte…
…r rebase
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* Split Position conversion into its own file * Add light transition parsing + tests
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Refactor UnevaluatedPaintProperty + UnevaluatedLightProperty into a separate reusable header, TransitioningProperty
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Fix broken Position tests from constructor change
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* Remove color renderbuffer from offscreen texture (+ RGBA4 format addition) * Move gl::TextureUnit argument from OffscreenTexture constructor to bindRenderbuffers
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* Program cleanup * Rename tileTriangleIndexBuffer to quadTriangleIndexBuffer so as to generalize for reuse + remove extrusionTextureTriangleIndexBuffer
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* Use Light::Evaluated to initialize FillExtrusionUniforms + FillExtrusionPatternUniforms * painter_fill_extrusion.cpp reindentation
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* Turn unnecessary lambda fns into regular fns in position.test.cpp
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[ios, macos] Added MGLFillExtrusionStyleLayer to projects
Deleted a copy of MGLFillExtrusionStyleLayerTests.mm that was orphaned in platform/ios/test/. Added the real, auto-generated copy to the iOS project. Added all the files associated with fill extrusion style layers to the macOS project.
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[ios, macos] Fixed fill extrusion imports
Imported MGLFillExtrusionStyleLayer.h into the umbrella header and MGLStyle.mm. Train-cased an mbgl file name.
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[ios, macos] Added MGLFillExtrusionStyleLayer example
Added a code example to MGLFillExtrusionStyleLayer to unbreak the darwin-style-code make target.
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[ios, macos] Updated changelogs
Mentioned 3D extrusion in the changelogs.
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* Simplify CascadingLightProperty and rename (nothing cascades)
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Return early from rings with 0 vertices
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* Reintroduce cascade params + rework light * TODO: rename cascade->? (raw?); potentially add proper value/transition setters/getters
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* Add Map#setLight * Add TransitioningLight#hasTransition for transitionable light
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* Add Map#getLight * Don't rename Transitioning (fix compiling error)
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* Update mapbox-gl-js * According platform-specific generated code updates * Update test/style/conversion/light.test.cpp based on Light refactor
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* cmake + shaders prelude missed in last rebase commit (?) * tweak tile_cover.test.cpp tile order to account for transform_state changes
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:thinking_face: don't think these cmake changes are intended
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Try offsetting camera options for better-defined tile cover
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/s/FillExtrusion/Fill extrusion/ in darwin docs
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Manage light as unique_ptr of style
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Remove debug styles accidentally added
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Return regular ptr from Map#getLight
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Use spherical coordinates for interpolation
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Apply changes from 7ddca3b (rebased) for FillExtrusion layers
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Add DepthComponent24 if supported in GLES extension
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Use existing getMetersPerPixelAtLatitude projection method
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Per review: rather than thread Style references throughout render pip…
…eline, copy evaluatedLight to Painter
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Uncomment GLES2 Depth24 preprocessor directive
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Fall back to using DepthStencil for extrusion texture on GL ES device…
…s if 24-bit depth component isn't supported * Simplify: use DEPTH_COMPONENT24 as DepthComponent and remove DepthComponent24, as we'll never use DEPTH_COMPONENT16
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Limit near Z fragments to 100 to preserve depth precision in the rest…
… of the field; give up on 24-bit dreams
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Fix for previous commit: calculate a projection matrix just for the f…
…ill-extrusion layer with a further near clip plane, and leave the global projection matrix alone
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Simplify OffscreenTexture: use DepthComponent (as defined by preproce…
…ssor conditional in types.hpp) in all cases
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Commits on Apr 27, 2017
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? redundant style.hpp in cmake
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Store both normal tile matrix + near-clipped matrix in RenderTiles to…
… avoid setting and re-setting matrix
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Update SHA after merging mapbox/mapbox-gl-js#4519
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