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path: root/src/renderer/icon_bucket.cpp
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#include <mbgl/renderer/icon_bucket.hpp>
#include <mbgl/geometry/icon_buffer.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/geometry.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>

#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/map/sprite.hpp>
#include <mbgl/map/vector_tile.hpp>

#include <mbgl/platform/gl.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/token.hpp>

#include <cassert>

struct geometry_too_long_exception : std::exception {};

using namespace mbgl;

IconBucket::IconBucket(IconVertexBuffer& vertexBuffer,
                         const StyleBucketIcon& properties)
    : properties(properties),
      vertexBuffer(vertexBuffer),
      vertex_start(vertexBuffer.index()) {
}

void IconBucket::addFeature(const VectorTileFeature &feature, SpriteAtlas &sprite_atlas) {
    std::string field;

    if (properties.icon.size()) {
        field = util::replaceTokens(properties.icon, feature.properties);
    }

    if (!field.size()) {
        field = "<circle>";
    }

    const Rect<uint16_t> rect = sprite_atlas.getIcon(properties.size, field);
    const uint16_t tx = rect.x + rect.w / 2;
    const uint16_t ty = rect.y + rect.h / 2;

    Geometry::command cmd;
    pbf geom = feature.geometry;
    Geometry geometry(geom);
    int32_t x, y;
    while ((cmd = geometry.next(x, y)) != Geometry::end) {
        if (cmd == Geometry::move_to) {
            vertexBuffer.add(x, y, tx, ty);
        } else {
            if (debug::tileParseWarnings) {
                fprintf(stderr, "[WARNING] other command than move_to in icon geometry\n");
            }
        }
    }

    vertex_end = vertexBuffer.index();
}

void IconBucket::render(Painter& painter, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id) {
    painter.renderIcon(*this, layer_desc, id);
}

bool IconBucket::hasData() const {
    return vertex_end > 0;
}

void IconBucket::drawIcons(IconShader& shader) {
    char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
    array.bind(shader, vertexBuffer, vertex_index);
    glDrawArrays(GL_POINTS, 0, (GLsizei)(vertex_end - vertex_start));
}

void IconBucket::drawIcons(DotShader& shader) {
    char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
    array.bind(shader, vertexBuffer, vertex_index);
    glDrawArrays(GL_POINTS, 0, (GLsizei)(vertex_end - vertex_start));
}