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#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
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