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#include <llmr/renderer/icon_bucket.hpp>
#include <llmr/geometry/icon_buffer.hpp>
#include <llmr/geometry/elements_buffer.hpp>
#include <llmr/geometry/geometry.hpp>
#include <llmr/renderer/painter.hpp>
#include <llmr/style/style.hpp>
#include <llmr/style/sprite.hpp>
#include <llmr/map/vector_tile.hpp>
#include <llmr/platform/gl.hpp>
#include <cassert>
struct geometry_too_long_exception : std::exception {};
using namespace llmr;
IconBucket::IconBucket(IconVertexBuffer& vertexBuffer,
const BucketDescription& bucket_desc)
: geometry(bucket_desc.geometry),
vertexBuffer(vertexBuffer),
vertex_start(vertexBuffer.index()) {
}
void IconBucket::addFeature(const VectorTileFeature &feature, const std::shared_ptr<Sprite> &sprite) {
// TODO: We somehow need to reparse the stylesheet, or maintain a mapping of id => sprite name
// For now, we're just not showing points if the sprite was not yet loaded at *parse time* of
// the tile.
if (!sprite || !sprite->isLoaded()) return;
auto field_it = feature.properties.find(geometry.field);
if (field_it == feature.properties.end()) {
fprintf(stderr, "feature doesn't contain field '%s'\n", geometry.field.c_str());
return;
}
std::string field = toString(field_it->second);
if (geometry.size) {
field.append("-");
field.append(std::to_string(static_cast<int>(std::round(geometry.size))));
}
const SpritePosition &pos = sprite->getSpritePosition(field);
const uint16_t tx = pos.x + pos.width / 2;
const uint16_t ty = pos.y + pos.height / 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 {
fprintf(stderr, "other command than move_to in icon geometry\n");
}
}
vertex_end = vertexBuffer.index();
}
void IconBucket::render(Painter& painter, const std::string& layer_name, const Tile::ID& id) {
painter.renderIcon(*this, layer_name, 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));
}
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