Files
MapLibreParticleLab/src/mbgl/renderer/fill_bucket.cpp
John Firebaugh 3d9b441c8b Eliminate some unnecessary pointer indirection
Buckets had a pointer to the associated layout type, when they can just
have a direct member.
2015-03-31 15:23:40 -07:00

242 lines
8.9 KiB
C++

#include <mbgl/renderer/fill_bucket.hpp>
#include <mbgl/geometry/fill_buffer.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layout.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/platform/log.hpp>
#include <cassert>
struct geometry_too_long_exception : std::exception {};
using namespace mbgl;
void *FillBucket::alloc(void *, unsigned int size) {
return ::malloc(size);
}
void *FillBucket::realloc(void *, void *ptr, unsigned int size) {
return ::realloc(ptr, size);
}
void FillBucket::free(void *, void *ptr) {
::free(ptr);
}
FillBucket::FillBucket(FillVertexBuffer &vertexBuffer_,
TriangleElementsBuffer &triangleElementsBuffer_,
LineElementsBuffer &lineElementsBuffer_)
: allocator(new TESSalloc{
&alloc,
&realloc,
&free,
nullptr, // userData
64, // meshEdgeBucketSize
64, // meshVertexBucketSize
32, // meshFaceBucketSize
64, // dictNodeBucketSize
8, // regionBucketSize
128, // extraVertices allocated for the priority queue.
}),
tesselator(tessNewTess(allocator)),
vertexBuffer(vertexBuffer_),
triangleElementsBuffer(triangleElementsBuffer_),
lineElementsBuffer(lineElementsBuffer_),
vertex_start(vertexBuffer_.index()),
triangle_elements_start(triangleElementsBuffer_.index()),
line_elements_start(lineElementsBuffer.index()) {
assert(tesselator);
}
FillBucket::~FillBucket() {
if (tesselator) {
tessDeleteTess(tesselator);
}
if (allocator) {
delete allocator;
}
}
void FillBucket::addGeometry(const GeometryCollection& geometryCollection) {
for (auto& line_ : geometryCollection) {
for (auto& v : line_) {
line.emplace_back(v.x, v.y);
}
if (line.size()) {
clipper.AddPath(line, ClipperLib::ptSubject, true);
line.clear();
hasVertices = true;
}
}
tessellate();
}
void FillBucket::tessellate() {
if (!hasVertices) {
return;
}
hasVertices = false;
std::vector<std::vector<ClipperLib::IntPoint>> polygons;
clipper.Execute(ClipperLib::ctUnion, polygons, ClipperLib::pftPositive);
clipper.Clear();
if (polygons.size() == 0) {
return;
}
size_t total_vertex_count = 0;
for (const std::vector<ClipperLib::IntPoint>& polygon : polygons) {
total_vertex_count += polygon.size();
}
if (total_vertex_count > 65536) {
throw geometry_too_long_exception();
}
if (!lineGroups.size() || (lineGroups.back()->vertex_length + total_vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
lineGroups.emplace_back(util::make_unique<line_group_type>());
}
assert(lineGroups.back());
line_group_type& lineGroup = *lineGroups.back();
uint32_t lineIndex = lineGroup.vertex_length;
for (const std::vector<ClipperLib::IntPoint>& polygon : polygons) {
const size_t group_count = polygon.size();
assert(group_count >= 3);
std::vector<TESSreal> clipped_line;
for (const ClipperLib::IntPoint& pt : polygon) {
clipped_line.push_back(pt.X);
clipped_line.push_back(pt.Y);
vertexBuffer.add(pt.X, pt.Y);
}
for (size_t i = 0; i < group_count; i++) {
const size_t prev_i = (i == 0 ? group_count : i) - 1;
lineElementsBuffer.add(lineIndex + prev_i, lineIndex + i);
}
lineIndex += group_count;
tessAddContour(tesselator, vertexSize, clipped_line.data(), stride, (int)clipped_line.size() / vertexSize);
}
lineGroup.elements_length += total_vertex_count;
if (tessTesselate(tesselator, TESS_WINDING_POSITIVE, TESS_POLYGONS, vertices_per_group, vertexSize, 0)) {
const TESSreal *vertices = tessGetVertices(tesselator);
const size_t vertex_count = tessGetVertexCount(tesselator);
TESSindex *vertex_indices = const_cast<TESSindex *>(tessGetVertexIndices(tesselator));
const TESSindex *elements = tessGetElements(tesselator);
const int triangle_count = tessGetElementCount(tesselator);
for (size_t i = 0; i < vertex_count; ++i) {
if (vertex_indices[i] == TESS_UNDEF) {
vertexBuffer.add(std::round(vertices[i * 2]), std::round(vertices[i * 2 + 1]));
vertex_indices[i] = (TESSindex)total_vertex_count;
total_vertex_count++;
}
}
if (!triangleGroups.size() || (triangleGroups.back()->vertex_length + total_vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
triangleGroups.emplace_back(util::make_unique<triangle_group_type>());
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
assert(triangleGroups.back());
triangle_group_type& triangleGroup = *triangleGroups.back();
uint32_t triangleIndex = triangleGroup.vertex_length;
for (int i = 0; i < triangle_count; ++i) {
const TESSindex *element_group = &elements[i * vertices_per_group];
if (element_group[0] != TESS_UNDEF && element_group[1] != TESS_UNDEF && element_group[2] != TESS_UNDEF) {
const TESSindex a = vertex_indices[element_group[0]];
const TESSindex b = vertex_indices[element_group[1]];
const TESSindex c = vertex_indices[element_group[2]];
if (a != TESS_UNDEF && b != TESS_UNDEF && c != TESS_UNDEF) {
triangleElementsBuffer.add(triangleIndex + a, triangleIndex + b, triangleIndex + c);
} else {
#if defined(DEBUG)
// TODO: We're missing a vertex that was not part of the line.
Log::Error(Event::OpenGL, "undefined element buffer");
#endif
}
} else {
#if defined(DEBUG)
Log::Error(Event::OpenGL, "undefined element buffer");
#endif
}
}
triangleGroup.vertex_length += total_vertex_count;
triangleGroup.elements_length += triangle_count;
} else {
#if defined(DEBUG)
Log::Error(Event::OpenGL, "tessellation failed");
#endif
}
// We're adding the total vertex count *after* we added additional vertices
// in the tessellation step. They won't be part of the actual lines, but
// we need to skip over them anyway if we draw the next group.
lineGroup.vertex_length += total_vertex_count;
}
void FillBucket::render(Painter &painter, const StyleLayer &layer_desc, const Tile::ID &id,
const mat4 &matrix) {
painter.renderFill(*this, layer_desc, id, matrix);
}
bool FillBucket::hasData() const {
return !triangleGroups.empty() || !lineGroups.empty();
}
void FillBucket::drawElements(PlainShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
group->array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index));
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * triangleElementsBuffer.itemSize;
}
}
void FillBucket::drawElements(PatternShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
group->array[1].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index));
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * triangleElementsBuffer.itemSize;
}
}
void FillBucket::drawVertices(OutlineShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(line_elements_start * lineElementsBuffer.itemSize);
for (auto& group : lineGroups) {
assert(group);
group->array[0].bind(shader, vertexBuffer, lineElementsBuffer, vertex_index);
MBGL_CHECK_ERROR(glDrawElements(GL_LINES, group->elements_length * 2, GL_UNSIGNED_SHORT, elements_index));
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * lineElementsBuffer.itemSize;
}
}