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#include <mbgl/renderer/symbol_bucket.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/renderer/render_symbol_layer.hpp>
#include <mbgl/renderer/bucket_parameters.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
namespace mbgl {
using namespace style;
SymbolBucket::SymbolBucket(style::SymbolLayoutProperties::PossiblyEvaluated layout_,
const std::map<std::string, std::pair<
style::IconPaintProperties::Evaluated, style::TextPaintProperties::Evaluated>>& layerPaintProperties,
const style::DataDrivenPropertyValue<float>& textSize,
const style::DataDrivenPropertyValue<float>& iconSize,
float zoom,
bool sdfIcons_,
bool iconsNeedLinear_)
: layout(std::move(layout_)),
sdfIcons(sdfIcons_),
iconsNeedLinear(iconsNeedLinear_ || iconSize.isDataDriven() || !iconSize.isZoomConstant()),
textSizeBinder(SymbolSizeBinder::create(zoom, textSize, TextSize::defaultValue())),
iconSizeBinder(SymbolSizeBinder::create(zoom, iconSize, IconSize::defaultValue())) {
for (const auto& pair : layerPaintProperties) {
paintPropertyBinders.emplace(
std::piecewise_construct,
std::forward_as_tuple(pair.first),
std::forward_as_tuple(
std::piecewise_construct,
std::forward_as_tuple(pair.second.first, zoom),
std::forward_as_tuple(pair.second.second, zoom)));
}
}
void SymbolBucket::upload(gl::Context& context) {
if (hasTextData()) {
text.vertexBuffer = context.createVertexBuffer(std::move(text.vertices));
text.indexBuffer = context.createIndexBuffer(std::move(text.triangles));
textSizeBinder->upload(context);
}
if (hasIconData()) {
icon.vertexBuffer = context.createVertexBuffer(std::move(icon.vertices));
icon.indexBuffer = context.createIndexBuffer(std::move(icon.triangles));
iconSizeBinder->upload(context);
}
if (!collisionBox.vertices.empty()) {
collisionBox.vertexBuffer = context.createVertexBuffer(std::move(collisionBox.vertices));
collisionBox.indexBuffer = context.createIndexBuffer(std::move(collisionBox.lines));
}
for (auto& pair : paintPropertyBinders) {
pair.second.first.upload(context);
pair.second.second.upload(context);
}
uploaded = true;
}
void SymbolBucket::render(Painter& painter,
PaintParameters& parameters,
const RenderLayer& layer,
const RenderTile& tile) {
painter.renderSymbol(parameters, *this, *layer.as<RenderSymbolLayer>(), tile);
}
bool SymbolBucket::hasData() const {
assert(false); // Should be calling SymbolLayout::has{Text,Icon,CollisonBox}Data() instead.
return false;
}
bool SymbolBucket::hasTextData() const {
return !text.segments.empty();
}
bool SymbolBucket::hasIconData() const {
return !icon.segments.empty();
}
bool SymbolBucket::hasCollisionBoxData() const {
return !collisionBox.segments.empty();
}
} // namespace mbgl
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