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#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/map/mode.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/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 <vector>
namespace mbgl {
class SymbolBucket : public Bucket {
public:
SymbolBucket(style::SymbolLayoutProperties::Evaluated,
const std::unordered_map<std::string, style::SymbolPaintProperties::Evaluated>&,
float zoom,
bool sdfIcons,
bool iconsNeedLinear);
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
bool hasTextData() const;
bool hasIconData() const;
bool hasCollisionBoxData() const;
const style::SymbolLayoutProperties::Evaluated layout;
const bool sdfIcons;
const bool iconsNeedLinear;
std::unordered_map<std::string, SymbolIconProgram::PaintPropertyBinders> paintPropertyBinders;
struct TextBuffer {
gl::VertexVector<SymbolLayoutVertex> vertices;
gl::IndexVector<gl::Triangles> triangles;
gl::SegmentVector<SymbolAttributes> segments;
optional<gl::VertexBuffer<SymbolLayoutVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangles>> indexBuffer;
} text;
struct IconBuffer {
gl::VertexVector<SymbolLayoutVertex> vertices;
gl::IndexVector<gl::Triangles> triangles;
gl::SegmentVector<SymbolAttributes> segments;
optional<gl::VertexBuffer<SymbolLayoutVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangles>> indexBuffer;
} icon;
struct CollisionBoxBuffer {
gl::VertexVector<CollisionBoxVertex> vertices;
gl::IndexVector<gl::Lines> lines;
gl::SegmentVector<CollisionBoxAttributes> segments;
optional<gl::VertexBuffer<CollisionBoxVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Lines>> indexBuffer;
} collisionBox;
};
} // namespace mbgl
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