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#include <mbgl/renderer/symbol_bucket.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/layers/symbol_layer.hpp>
namespace mbgl {
using namespace style;
SymbolBucket::SymbolBucket(const MapMode mode_,
style::SymbolLayoutProperties::Evaluated layout_,
bool sdfIcons_,
bool iconsNeedLinear_)
: mode(mode_),
layout(std::move(layout_)),
sdfIcons(sdfIcons_),
iconsNeedLinear(iconsNeedLinear_) {
}
void SymbolBucket::upload(gl::Context& context) {
if (hasTextData()) {
text.vertexBuffer = context.createVertexBuffer(std::move(text.vertices));
text.indexBuffer = context.createIndexBuffer(std::move(text.triangles));
}
if (hasIconData()) {
icon.vertexBuffer = context.createVertexBuffer(std::move(icon.vertices));
icon.indexBuffer = context.createIndexBuffer(std::move(icon.triangles));
}
if (!collisionBox.vertices.empty()) {
collisionBox.vertexBuffer = context.createVertexBuffer(std::move(collisionBox.vertices));
collisionBox.indexBuffer = context.createIndexBuffer(std::move(collisionBox.lines));
}
uploaded = true;
}
void SymbolBucket::render(Painter& painter,
PaintParameters& parameters,
const Layer& layer,
const RenderTile& tile) {
painter.renderSymbol(parameters, *this, *layer.as<SymbolLayer>(), 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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