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path: root/src/mbgl/renderer/buckets/symbol_bucket.hpp
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#pragma once

#include <mbgl/renderer/bucket.hpp>
#include <mbgl/map/mode.hpp>
#include <mbgl/gfx/vertex_buffer.hpp>
#include <mbgl/gfx/index_buffer.hpp>
#include <mbgl/programs/segment.hpp>
#include <mbgl/programs/symbol_program.hpp>
#include <mbgl/programs/collision_box_program.hpp>
#include <mbgl/text/glyph_range.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
#include <mbgl/layout/symbol_feature.hpp>
#include <mbgl/layout/symbol_instance.hpp>

#include <vector>

namespace mbgl {

class PlacedSymbol {
public:
    PlacedSymbol(Point<float> anchorPoint_, uint16_t segment_, float lowerSize_, float upperSize_,
            std::array<float, 2> lineOffset_, WritingModeType writingModes_, GeometryCoordinates line_, std::vector<float> tileDistances_) :
        anchorPoint(anchorPoint_), segment(segment_), lowerSize(lowerSize_), upperSize(upperSize_),
        lineOffset(lineOffset_), writingModes(writingModes_), line(std::move(line_)), tileDistances(std::move(tileDistances_)), hidden(false), vertexStartIndex(0)
    {
    }
    Point<float> anchorPoint;
    uint16_t segment;
    float lowerSize;
    float upperSize;
    std::array<float, 2> lineOffset;
    WritingModeType writingModes;
    GeometryCoordinates line;
    std::vector<float> tileDistances;
    std::vector<float> glyphOffsets;
    bool hidden;
    size_t vertexStartIndex;
    // The crossTileID is only filled/used on the foreground for variable text anchors
    uint32_t crossTileID = 0u;
};

class SymbolBucket final : public Bucket {
public:
    SymbolBucket(style::SymbolLayoutProperties::PossiblyEvaluated,
                 const std::map<std::string, Immutable<style::LayerProperties>>&,
                 const style::PropertyValue<float>& textSize,
                 const style::PropertyValue<float>& iconSize,
                 float zoom,
                 bool sdfIcons,
                 bool iconsNeedLinear,
                 bool sortFeaturesByY,
                 const std::string bucketLeaderID,
                 const std::vector<SymbolInstance>&&,
                 const float tilePixelRatio);
    ~SymbolBucket() override;

    void upload(gfx::UploadPass&) override;
    bool hasData() const override;
    bool supportsLayer(const style::Layer::Impl&) const override;
    bool hasTextData() const;
    bool hasIconData() const;
    bool hasCollisionBoxData() const;
    bool hasCollisionCircleData() const;
    bool hasFormatSectionOverrides() const;

    void updateOpacity();
    void sortFeatures(const float angle);
    // The result contains references to the `symbolInstances` items, sorted by viewport Y.
    std::vector<std::reference_wrapper<SymbolInstance>> getSortedSymbols(const float angle);

    const style::SymbolLayoutProperties::PossiblyEvaluated layout;
    const bool sdfIcons;
    const bool iconsNeedLinear;
    const bool sortFeaturesByY;

    const std::string bucketLeaderID;

    optional<float> sortedAngle;

    bool staticUploaded = false;
    bool placementChangesUploaded = false;
    bool dynamicUploaded = false;
    bool sortUploaded = false;

    std::vector<SymbolInstance> symbolInstances;

    struct PaintProperties {
        SymbolIconProgram::Binders iconBinders;
        SymbolSDFTextProgram::Binders textBinders;
    };
    std::map<std::string, PaintProperties> paintProperties;

    std::unique_ptr<SymbolSizeBinder> textSizeBinder;

    struct Buffer {
        gfx::VertexVector<SymbolLayoutVertex> vertices;
        gfx::VertexVector<gfx::Vertex<SymbolDynamicLayoutAttributes>> dynamicVertices;
        gfx::VertexVector<gfx::Vertex<SymbolOpacityAttributes>> opacityVertices;
        gfx::IndexVector<gfx::Triangles> triangles;
        SegmentVector<SymbolTextAttributes> segments;
        std::vector<PlacedSymbol> placedSymbols;

        optional<gfx::VertexBuffer<SymbolLayoutVertex>> vertexBuffer;
        optional<gfx::VertexBuffer<gfx::Vertex<SymbolDynamicLayoutAttributes>>> dynamicVertexBuffer;
        optional<gfx::VertexBuffer<gfx::Vertex<SymbolOpacityAttributes>>> opacityVertexBuffer;
        optional<gfx::IndexBuffer> indexBuffer;
    } text;

    std::unique_ptr<SymbolSizeBinder> iconSizeBinder;

    struct IconBuffer : public Buffer {
        PremultipliedImage atlasImage;
    } icon;

    struct CollisionBuffer {
        gfx::VertexVector<gfx::Vertex<CollisionBoxLayoutAttributes>> vertices;
        gfx::VertexVector<gfx::Vertex<CollisionBoxDynamicAttributes>> dynamicVertices;
        SegmentVector<CollisionBoxProgram::AttributeList> segments;

        optional<gfx::VertexBuffer<gfx::Vertex<CollisionBoxLayoutAttributes>>> vertexBuffer;
        optional<gfx::VertexBuffer<gfx::Vertex<CollisionBoxDynamicAttributes>>> dynamicVertexBuffer;
    };

    struct CollisionBoxBuffer : public CollisionBuffer {
        gfx::IndexVector<gfx::Lines> lines;
        optional<gfx::IndexBuffer> indexBuffer;
    } collisionBox;

    struct CollisionCircleBuffer : public CollisionBuffer {
        gfx::IndexVector<gfx::Triangles> triangles;
        optional<gfx::IndexBuffer> indexBuffer;
    } collisionCircle;

    const float tilePixelRatio;
    uint32_t bucketInstanceId = 0;
    bool justReloaded = false;
    mutable optional<bool> hasFormatSectionOverrides_;

    std::shared_ptr<std::vector<size_t>> featureSortOrder;
};

} // namespace mbgl