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#include <mbgl/renderer/circle_bucket.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/shader/circle_shader.hpp>
#include <mbgl/style/layers/circle_layer.hpp>
#include <mbgl/util/constants.hpp>
namespace mbgl {
using namespace style;
CircleBucket::CircleBucket(MapMode mode_) : mode(mode_) {
}
void CircleBucket::upload(gl::Context& context) {
vertexBuffer = context.createVertexBuffer(std::move(vertices));
indexBuffer = context.createIndexBuffer(std::move(triangles));
uploaded = true;
}
void CircleBucket::render(Painter& painter,
PaintParameters& parameters,
const Layer& layer,
const RenderTile& tile) {
painter.renderCircle(parameters, *this, *layer.as<CircleLayer>(), tile);
}
bool CircleBucket::hasData() const {
return !segments.empty();
}
void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) {
for (auto& circle : geometryCollection) {
for(auto & geometry : circle) {
auto x = geometry.x;
auto y = geometry.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.size() || segments.back().vertexLength + 4 > 65535) {
// Move to a new segments because the old one can't hold the geometry.
segments.emplace_back(vertices.size(), triangles.size());
}
// this geometry will be of the Point type, and we'll derive
// two triangles from it.
//
// ┌─────────┐
// │ 4 3 │
// │ │
// │ 1 2 │
// └─────────┘
//
vertices.emplace_back(x, y, -1, -1); // 1
vertices.emplace_back(x, y, 1, -1); // 2
vertices.emplace_back(x, y, 1, 1); // 3
vertices.emplace_back(x, y, -1, 1); // 4
auto& segment = segments.back();
uint16_t index = segment.vertexLength;
// 1, 2, 3
// 1, 4, 3
triangles.emplace_back(index,
static_cast<uint16_t>(index + 1),
static_cast<uint16_t>(index + 2));
triangles.emplace_back(index,
static_cast<uint16_t>(index + 3),
static_cast<uint16_t>(index + 2));
segment.vertexLength += 4;
segment.primitiveLength += 2;
}
}
}
} // namespace mbgl
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