#include #include #include #include #include #include #include #include #include struct geometry_too_long_exception : std::exception {}; using namespace mbgl; void *FillBucket::alloc(void *, unsigned int size) { return ::malloc(size); } void *FillBucket::realloc(void *, void *ptr, unsigned int size) { return ::realloc(ptr, size); } void FillBucket::free(void *, void *ptr) { ::free(ptr); } FillBucket::FillBucket(FillVertexBuffer &vertexBuffer, TriangleElementsBuffer &triangleElementsBuffer, LineElementsBuffer &lineElementsBuffer, const StyleBucketFill &properties) : properties(properties), allocator(new TESSalloc{&alloc, &realloc, &free, nullptr, // userData 64, // meshEdgeBucketSize 64, // meshVertexBucketSize 32, // meshFaceBucketSize 64, // dictNodeBucketSize 8, // regionBucketSize 128, // extraVertices allocated for the priority queue. }), tesselator(tessNewTess(allocator)), vertexBuffer(vertexBuffer), triangleElementsBuffer(triangleElementsBuffer), lineElementsBuffer(lineElementsBuffer), vertex_start(vertexBuffer.index()), triangle_elements_start(triangleElementsBuffer.index()), line_elements_start(lineElementsBuffer.index()) { assert(tesselator); } FillBucket::~FillBucket() { if (tesselator) { tessDeleteTess(tesselator); } if (allocator) { delete allocator; } } void FillBucket::addGeometry(pbf& geom) { Geometry::command cmd; Coordinate coord; Geometry geometry(geom); int32_t x, y; while ((cmd = geometry.next(x, y)) != Geometry::end) { if (cmd == Geometry::move_to) { if (line.size()) { clipper.AddPath(line, ClipperLib::ptSubject, true); line.clear(); hasVertices = true; } } line.emplace_back(x, y); } if (line.size()) { clipper.AddPath(line, ClipperLib::ptSubject, true); line.clear(); hasVertices = true; } tessellate(); } void FillBucket::tessellate() { if (!hasVertices) { return; } hasVertices = false; std::vector> polygons; clipper.Execute(ClipperLib::ctUnion, polygons, ClipperLib::pftPositive); clipper.Clear(); if (polygons.size() == 0) { return; } size_t total_vertex_count = 0; for (const std::vector& polygon : polygons) { total_vertex_count += polygon.size(); } if (total_vertex_count > 65536) { throw geometry_too_long_exception(); } if (!lineGroups.size() || (lineGroups.back().vertex_length + total_vertex_count > 65535)) { // Move to a new group because the old one can't hold the geometry. lineGroups.emplace_back(); } line_group_type& lineGroup = lineGroups.back(); uint32_t lineIndex = lineGroup.vertex_length; for (const std::vector& polygon : polygons) { const size_t group_count = polygon.size(); assert(group_count >= 3); std::vector line; for (const ClipperLib::IntPoint& pt : polygon) { line.push_back(pt.X); line.push_back(pt.Y); vertexBuffer.add(pt.X, pt.Y); } for (size_t i = 0; i < group_count; i++) { const size_t prev_i = (i == 0 ? group_count : i) - 1; lineElementsBuffer.add(lineIndex + prev_i, lineIndex + i); } lineIndex += group_count; tessAddContour(tesselator, vertexSize, line.data(), stride, (int)line.size() / vertexSize); } lineGroup.elements_length += total_vertex_count; if (tessTesselate(tesselator, TESS_WINDING_POSITIVE, TESS_POLYGONS, vertices_per_group, vertexSize, 0)) { const TESSreal *vertices = tessGetVertices(tesselator); const size_t vertex_count = tessGetVertexCount(tesselator); TESSindex *vertex_indices = const_cast(tessGetVertexIndices(tesselator)); const TESSindex *elements = tessGetElements(tesselator); const int triangle_count = tessGetElementCount(tesselator); for (size_t i = 0; i < vertex_count; ++i) { if (vertex_indices[i] == TESS_UNDEF) { vertexBuffer.add(std::round(vertices[i * 2]), std::round(vertices[i * 2 + 1])); vertex_indices[i] = (TESSindex)total_vertex_count; total_vertex_count++; } } if (!triangleGroups.size() || (triangleGroups.back().vertex_length + total_vertex_count > 65535)) { // Move to a new group because the old one can't hold the geometry. triangleGroups.emplace_back(); } // We're generating triangle fans, so we always start with the first // coordinate in this polygon. triangle_group_type& triangleGroup = triangleGroups.back(); uint32_t triangleIndex = triangleGroup.vertex_length; for (int i = 0; i < triangle_count; ++i) { const TESSindex *element_group = &elements[i * vertices_per_group]; if (element_group[0] != TESS_UNDEF && element_group[1] != TESS_UNDEF && element_group[2] != TESS_UNDEF) { const TESSindex a = vertex_indices[element_group[0]]; const TESSindex b = vertex_indices[element_group[1]]; const TESSindex c = vertex_indices[element_group[2]]; if (a != TESS_UNDEF && b != TESS_UNDEF && c != TESS_UNDEF) { triangleElementsBuffer.add(triangleIndex + a, triangleIndex + b, triangleIndex + c); } else { #if defined(DEBUG) // TODO: We're missing a vertex that was not part of the line. fprintf(stderr, "undefined element buffer\n"); #endif } } else { #if defined(DEBUG) fprintf(stderr, "undefined element buffer\n"); #endif } } triangleGroup.vertex_length += total_vertex_count; triangleGroup.elements_length += triangle_count; } else { #if defined(DEBUG) fprintf(stderr, "tessellation failed\n"); #endif } // We're adding the total vertex count *after* we added additional vertices // in the tessellation step. They won't be part of the actual lines, but // we need to skip over them anyway if we draw the next group. lineGroup.vertex_length += total_vertex_count; } void FillBucket::render(Painter& painter, util::ptr layer_desc, const Tile::ID& id, const mat4 &matrix) { painter.renderFill(*this, layer_desc, id, matrix); } bool FillBucket::hasData() const { return !triangleGroups.empty() || !lineGroups.empty(); } void FillBucket::drawElements(PlainShader& shader) { char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize); char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize); for (triangle_group_type& group : triangleGroups) { group.array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index); glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index); vertex_index += group.vertex_length * vertexBuffer.itemSize; elements_index += group.elements_length * triangleElementsBuffer.itemSize; } } void FillBucket::drawElements(PatternShader& shader) { char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize); char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize); for (triangle_group_type& group : triangleGroups) { group.array[1].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index); glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index); vertex_index += group.vertex_length * vertexBuffer.itemSize; elements_index += group.elements_length * triangleElementsBuffer.itemSize; } } void FillBucket::drawVertices(OutlineShader& shader) { char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize); char *elements_index = BUFFER_OFFSET(line_elements_start * lineElementsBuffer.itemSize); for (line_group_type& group : lineGroups) { group.array[0].bind(shader, vertexBuffer, lineElementsBuffer, vertex_index); glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index); vertex_index += group.vertex_length * vertexBuffer.itemSize; elements_index += group.elements_length * lineElementsBuffer.itemSize; } }