Files
MapLibreParticleLab/src/renderer/fill_bucket.cpp
2014-02-21 13:08:13 +01:00

141 lines
5.0 KiB
C++

#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/geometry/fill_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/map/vector_tile.hpp>
#include <llmr/platform/gl.hpp>
#include <cassert>
struct geometry_too_long_exception : std::exception {};
using namespace llmr;
FillBucket::FillBucket(const std::shared_ptr<FillVertexBuffer>& vertexBuffer,
const std::shared_ptr<TriangleElementsBuffer>& triangleElementsBuffer,
const std::shared_ptr<LineElementsBuffer>& lineElementsBuffer,
const BucketDescription& bucket_desc)
: geom_desc(bucket_desc.geometry),
vertexBuffer(vertexBuffer),
triangleElementsBuffer(triangleElementsBuffer),
lineElementsBuffer(lineElementsBuffer),
vertex_start(vertexBuffer->index()),
triangle_elements_start(triangleElementsBuffer->index()),
line_elements_start(lineElementsBuffer->index()) {
}
void FillBucket::addGeometry(pbf& geom) {
std::vector<Coordinate> line;
Geometry::command cmd;
Coordinate coord;
Geometry geometry(geom);
int32_t x, y;
while ((cmd = geometry.next(x, y)) != Geometry::end) {
if (cmd == Geometry::move_to) {
if (line.size()) {
addGeometry(line);
line.clear();
}
}
line.emplace_back(x, y);
}
if (line.size()) {
addGeometry(line);
}
}
void FillBucket::addGeometry(const std::vector<Coordinate>& line) {
size_t vertex_start = vertexBuffer->index();
size_t length = line.size();
// Don't add the first vertex twice.
if (line.front() == line.back()) --length;
for (size_t i = 0; i < length; i++) {
const Coordinate& coord = line[i];
vertexBuffer->add(coord.x, coord.y);
}
size_t vertex_end = vertexBuffer->index();
size_t vertex_count = vertex_end - vertex_start;
if (vertex_count > 65536) {
throw geometry_too_long_exception();
}
{
if (!triangleGroups.size() || (triangleGroups.back().vertex_length + vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
triangleGroups.emplace_back();
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
triangle_group_type& group = triangleGroups.back();
uint32_t index = group.vertex_length;
for (size_t i = 2; i < vertex_count; ++i) {
triangleElementsBuffer->add(index, index + i - 1, index + i);
}
group.vertex_length += vertex_count;
group.elements_length += (vertex_count - 2);
}
{
if (!lineGroups.size() || (lineGroups.back().vertex_length + vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
lineGroups.emplace_back();
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
line_group_type& group = lineGroups.back();
uint32_t index = group.vertex_length;
for (size_t i = 1; i < vertex_count; ++i) {
lineElementsBuffer->add(index + i - 1, index + i);
}
// Add a line from the last vertex to the first vertex.
lineElementsBuffer->add(index + vertex_count - 1, index);
group.vertex_length += vertex_count;
group.elements_length += vertex_count;
}
}
void FillBucket::render(Painter& painter, const std::string& layer_name, const Tile::ID& id) {
painter.renderFill(*this, layer_name, id);
}
bool FillBucket::empty() const {
return triangleGroups.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 (triangle_group_type& group : triangleGroups) {
group.array.bind(shader, *vertexBuffer, *triangleElementsBuffer, vertex_index);
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 (line_group_type& group : lineGroups) {
group.array.bind(shader, *vertexBuffer, *lineElementsBuffer, vertex_index);
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;
}
}