1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
#ifndef MBGL_RENDERER_SYMBOLBUCKET
#define MBGL_RENDERER_SYMBOLBUCKET
#include "bucket.hpp"
#include <mbgl/geometry/vao.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/text_buffer.hpp>
#include <mbgl/geometry/icon_buffer.hpp>
#include <mbgl/map/vector_tile.hpp>
#include <mbgl/text/types.hpp>
#include <mbgl/text/glyph.hpp>
#include <mbgl/style/style_bucket.hpp>
#include <memory>
#include <map>
#include <vector>
namespace mbgl {
class Style;
class SDFShader;
class IconShader;
class DotShader;
class Collision;
class SpriteAtlas;
class Sprite;
class GlyphAtlas;
class GlyphStore;
class FontStack;
class SymbolFeature {
public:
pbf geometry;
std::u32string label;
std::string sprite;
};
class Symbol {
public:
vec2<float> tl, tr, bl, br;
Rect<uint16_t> tex;
float angle;
float minScale = 0.0f;
float maxScale = std::numeric_limits<float>::infinity();
CollisionAnchor anchor;
};
typedef std::vector<Symbol> Symbols;
class SymbolBucket : public Bucket {
typedef ElementGroup<1> TextElementGroup;
typedef ElementGroup<2> IconElementGroup;
public:
SymbolBucket(const StyleBucketSymbol &properties, Collision &collision);
virtual void render(Painter &painter, util::ptr<StyleLayer> layer_desc, const Tile::ID &id, const mat4 &matrix);
virtual bool hasData() const;
virtual bool hasTextData() const;
virtual bool hasIconData() const;
void addFeatures(const VectorTileLayer &layer, const FilterExpression &filter,
const Tile::ID &id, SpriteAtlas &spriteAtlas, Sprite &sprite,
GlyphAtlas &glyphAtlas, GlyphStore &glyphStore);
void addGlyphs(const PlacedGlyphs &glyphs, float placementZoom, PlacementRange placementRange,
float zoom);
void drawGlyphs(SDFShader& shader);
void drawIcons(SDFShader& shader);
void drawIcons(IconShader& shader);
private:
std::vector<SymbolFeature> processFeatures(const VectorTileLayer &layer, const FilterExpression &filter, GlyphStore &glyphStore, const Sprite &sprite);
void addFeature(const pbf &geom_pbf, const Shaping &shaping, const GlyphPositions &face, const Rect<uint16_t> &image);
void addFeature(const std::vector<Coordinate> &line, const Shaping &shaping, const GlyphPositions &face, const Rect<uint16_t> &image);
// Adds placed items to the buffer.
template <typename Buffer>
void addSymbols(Buffer &buffer, const PlacedGlyphs &symbols, float scale, PlacementRange placementRange);
// Adds glyphs to the glyph atlas so that they have a left/top/width/height coordinates associated to them that we can use for writing to a buffer.
void addGlyphsToAtlas(uint64_t tileid, const std::string stackname, const std::u32string &string,
const FontStack &fontStack, GlyphAtlas &glyphAtlas, GlyphPositions &face);
public:
const StyleBucketSymbol &properties;
bool sdfIcons = false;
private:
Collision &collision;
struct {
TextVertexBuffer vertices;
TriangleElementsBuffer triangles;
std::vector<TextElementGroup> groups;
} text;
struct {
IconVertexBuffer vertices;
TriangleElementsBuffer triangles;
std::vector<IconElementGroup> groups;
} icon;
};
}
#endif
|