79 lines
2.3 KiB
C++
79 lines
2.3 KiB
C++
#include <llmr/renderer/icon_bucket.hpp>
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#include <llmr/geometry/icon_buffer.hpp>
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#include <llmr/geometry/elements_buffer.hpp>
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#include <llmr/geometry/geometry.hpp>
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#include <llmr/renderer/painter.hpp>
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#include <llmr/style/style.hpp>
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#include <llmr/style/sprite.hpp>
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#include <llmr/map/vector_tile.hpp>
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#include <llmr/platform/gl.hpp>
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#include <llmr/util/constants.hpp>
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#include <llmr/util/token.hpp>
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#include <cassert>
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struct geometry_too_long_exception : std::exception {};
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using namespace llmr;
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IconBucket::IconBucket(IconVertexBuffer& vertexBuffer,
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const BucketIconDescription& properties)
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: properties(properties),
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vertexBuffer(vertexBuffer),
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vertex_start(vertexBuffer.index()) {
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}
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void IconBucket::addFeature(const VectorTileFeature &feature, SpriteAtlas &sprite_atlas) {
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std::string field;
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if (properties.icon.size()) {
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field = util::replaceTokens(properties.icon, feature.properties);
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}
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if (!field.size()) {
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field = "<circle>";
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}
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const Rect<uint16_t> rect = sprite_atlas.getIcon(properties.size, field);
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const uint16_t tx = rect.x + rect.w / 2;
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const uint16_t ty = rect.y + rect.h / 2;
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Geometry::command cmd;
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pbf geom = feature.geometry;
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Geometry geometry(geom);
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int32_t x, y;
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while ((cmd = geometry.next(x, y)) != Geometry::end) {
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if (cmd == Geometry::move_to) {
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vertexBuffer.add(x, y, tx, ty);
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} else {
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if (debug::tileParseWarnings) {
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fprintf(stderr, "[WARNING] other command than move_to in icon geometry\n");
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}
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}
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}
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vertex_end = vertexBuffer.index();
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}
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void IconBucket::render(Painter& painter, const std::string& layer_name, const Tile::ID& id) {
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painter.renderIcon(*this, layer_name, id);
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}
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bool IconBucket::hasData() const {
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return vertex_end > 0;
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}
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void IconBucket::drawIcons(IconShader& shader) {
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char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
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array.bind(shader, vertexBuffer, vertex_index);
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glDrawArrays(GL_POINTS, 0, (GLsizei)(vertex_end - vertex_start));
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}
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void IconBucket::drawIcons(DotShader& shader) {
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char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
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array.bind(shader, vertexBuffer, vertex_index);
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glDrawArrays(GL_POINTS, 0, (GLsizei)(vertex_end - vertex_start));
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}
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