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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/geometry/sprite_atlas.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 <llmr/util/constants.hpp>
#include <llmr/util/token.hpp>
#include <cassert>
struct geometry_too_long_exception : std::exception {};
using namespace llmr;
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));
}
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