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#ifndef MBGL_RENDERER_FILLBUCKET
#define MBGL_RENDERER_FILLBUCKET
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/fill_buffer.hpp>
#include <mbgl/style/style_bucket.hpp>
#include <clipper/clipper.hpp>
#include <libtess2/tesselator.h>
#include <vector>
#include <memory>
#ifndef BUFFER_OFFSET
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
#endif
namespace mbgl {
class Style;
class FillVertexBuffer;
class TriangleElementsBuffer;
class LineElementsBuffer;
class BucketDescription;
class OutlineShader;
class PlainShader;
class PatternShader;
struct pbf;
class FillBucket : public Bucket {
static void *alloc(void *data, unsigned int size);
static void *realloc(void *data, void *ptr, unsigned int size);
static void free(void *userData, void *ptr);
typedef ElementGroup<2> triangle_group_type;
typedef ElementGroup<1> line_group_type;
public:
FillBucket(FillVertexBuffer& vertexBuffer,
TriangleElementsBuffer& triangleElementsBuffer,
LineElementsBuffer& lineElementsBuffer,
const StyleBucketFill& properties);
~FillBucket();
virtual void render(Painter& painter, util::ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix);
virtual bool hasData() const;
void addGeometry(pbf& data);
void tessellate();
void drawElements(PlainShader& shader);
void drawElements(PatternShader& shader);
void drawVertices(OutlineShader& shader);
public:
const StyleBucketFill &properties;
private:
TESSalloc *allocator;
TESStesselator *tesselator;
ClipperLib::Clipper clipper;
FillVertexBuffer& vertexBuffer;
TriangleElementsBuffer& triangleElementsBuffer;
LineElementsBuffer& lineElementsBuffer;
// hold information on where the vertices are located in the FillBuffer
const size_t vertex_start;
const size_t triangle_elements_start;
const size_t line_elements_start;
VertexArrayObject array;
std::vector<triangle_group_type> triangleGroups;
std::vector<line_group_type> lineGroups;
std::vector<ClipperLib::IntPoint> line;
bool hasVertices = false;
static const int vertexSize = 2;
static const int stride = sizeof(TESSreal) * vertexSize;
static const int vertices_per_group = 3;
};
}
#endif
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