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-rw-r--r--src/mbgl/renderer/buckets/circle_bucket.cpp123
1 files changed, 123 insertions, 0 deletions
diff --git a/src/mbgl/renderer/buckets/circle_bucket.cpp b/src/mbgl/renderer/buckets/circle_bucket.cpp
new file mode 100644
index 0000000000..8b5743d500
--- /dev/null
+++ b/src/mbgl/renderer/buckets/circle_bucket.cpp
@@ -0,0 +1,123 @@
+#include <mbgl/renderer/buckets/circle_bucket.hpp>
+#include <mbgl/renderer/bucket_parameters.hpp>
+#include <mbgl/renderer/painter.hpp>
+#include <mbgl/programs/circle_program.hpp>
+#include <mbgl/style/layers/circle_layer_impl.hpp>
+#include <mbgl/renderer/layers/render_circle_layer.hpp>
+#include <mbgl/util/constants.hpp>
+#include <mbgl/util/math.hpp>
+
+namespace mbgl {
+
+using namespace style;
+
+CircleBucket::CircleBucket(const BucketParameters& parameters, const std::vector<const RenderLayer*>& layers)
+ : mode(parameters.mode) {
+ for (const auto& layer : layers) {
+ paintPropertyBinders.emplace(
+ std::piecewise_construct,
+ std::forward_as_tuple(layer->getID()),
+ std::forward_as_tuple(
+ layer->as<RenderCircleLayer>()->evaluated,
+ parameters.tileID.overscaledZ));
+ }
+}
+
+void CircleBucket::upload(gl::Context& context) {
+ vertexBuffer = context.createVertexBuffer(std::move(vertices));
+ indexBuffer = context.createIndexBuffer(std::move(triangles));
+
+ for (auto& pair : paintPropertyBinders) {
+ pair.second.upload(context);
+ }
+
+ uploaded = true;
+}
+
+void CircleBucket::render(Painter& painter,
+ PaintParameters& parameters,
+ const RenderLayer& layer,
+ const RenderTile& tile) {
+ painter.renderCircle(parameters, *this, *layer.as<RenderCircleLayer>(), tile);
+}
+
+bool CircleBucket::hasData() const {
+ return !segments.empty();
+}
+
+void CircleBucket::addFeature(const GeometryTileFeature& feature,
+ const GeometryCollection& geometry) {
+ constexpr const uint16_t vertexLength = 4;
+
+ for (auto& circle : geometry) {
+ for(auto& point : circle) {
+ auto x = point.x;
+ auto y = point.y;
+
+ // Do not include points that are outside the tile boundaries.
+ // Include all points in Still mode. You need to include points from
+ // neighbouring tiles so that they are not clipped at tile boundaries.
+ if ((mode != MapMode::Still) &&
+ (x < 0 || x >= util::EXTENT || y < 0 || y >= util::EXTENT)) continue;
+
+ if (segments.empty() || segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
+ // Move to a new segments because the old one can't hold the geometry.
+ segments.emplace_back(vertices.vertexSize(), triangles.indexSize());
+ }
+
+ // this geometry will be of the Point type, and we'll derive
+ // two triangles from it.
+ //
+ // ┌─────────┐
+ // │ 4 3 │
+ // │ │
+ // │ 1 2 │
+ // └─────────┘
+ //
+ vertices.emplace_back(CircleProgram::vertex(point, -1, -1)); // 1
+ vertices.emplace_back(CircleProgram::vertex(point, 1, -1)); // 2
+ vertices.emplace_back(CircleProgram::vertex(point, 1, 1)); // 3
+ vertices.emplace_back(CircleProgram::vertex(point, -1, 1)); // 4
+
+ auto& segment = segments.back();
+ assert(segment.vertexLength <= std::numeric_limits<uint16_t>::max());
+ uint16_t index = segment.vertexLength;
+
+ // 1, 2, 3
+ // 1, 4, 3
+ triangles.emplace_back(index, index + 1, index + 2);
+ triangles.emplace_back(index, index + 3, index + 2);
+
+ segment.vertexLength += vertexLength;
+ segment.indexLength += 6;
+ }
+ }
+
+ for (auto& pair : paintPropertyBinders) {
+ pair.second.populateVertexVectors(feature, vertices.vertexSize());
+ }
+}
+
+template <class Property>
+static float get(const RenderCircleLayer& layer, const std::map<std::string, CircleProgram::PaintPropertyBinders>& paintPropertyBinders) {
+ auto it = paintPropertyBinders.find(layer.getID());
+ if (it == paintPropertyBinders.end() || !it->second.statistics<Property>().max()) {
+ return layer.evaluated.get<Property>().constantOr(Property::defaultValue());
+ } else {
+ return *it->second.statistics<Property>().max();
+ }
+}
+
+float CircleBucket::getQueryRadius(const RenderLayer& layer) const {
+ if (!layer.is<RenderCircleLayer>()) {
+ return 0;
+ }
+
+ auto circleLayer = layer.as<RenderCircleLayer>();
+
+ float radius = get<CircleRadius>(*circleLayer, paintPropertyBinders);
+ auto translate = circleLayer->evaluated.get<CircleTranslate>();
+ return radius + util::length(translate[0], translate[1]);
+}
+
+} // namespace mbgl