87 lines
2.2 KiB
C++
87 lines
2.2 KiB
C++
#ifndef MBGL_MAP_VECTOR_TILE_DATA
|
|
#define MBGL_MAP_VECTOR_TILE_DATA
|
|
|
|
#include <mbgl/map/tile_data.hpp>
|
|
#include <mbgl/geometry/elements_buffer.hpp>
|
|
#include <mbgl/geometry/fill_buffer.hpp>
|
|
#include <mbgl/geometry/icon_buffer.hpp>
|
|
#include <mbgl/geometry/line_buffer.hpp>
|
|
#include <mbgl/geometry/text_buffer.hpp>
|
|
|
|
#include <iosfwd>
|
|
#include <memory>
|
|
#include <mutex>
|
|
#include <unordered_map>
|
|
|
|
namespace mbgl {
|
|
|
|
class Bucket;
|
|
class Collision;
|
|
class Painter;
|
|
class SourceInfo;
|
|
class StyleLayer;
|
|
class TileParser;
|
|
class GlyphAtlas;
|
|
class GlyphStore;
|
|
class SpriteAtlas;
|
|
class Sprite;
|
|
class Style;
|
|
|
|
class VectorTileData : public TileData {
|
|
friend class TileParser;
|
|
|
|
public:
|
|
VectorTileData(const TileID&,
|
|
float mapMaxZoom,
|
|
Style&,
|
|
GlyphAtlas&,
|
|
GlyphStore&,
|
|
SpriteAtlas&,
|
|
util::ptr<Sprite>,
|
|
const SourceInfo&);
|
|
~VectorTileData();
|
|
|
|
void parse() override;
|
|
virtual Bucket* getBucket(StyleLayer const &layer_desc) override;
|
|
|
|
void setBucket(StyleLayer const &layer_desc, std::unique_ptr<Bucket> bucket);
|
|
|
|
void setState(const State& state) override;
|
|
|
|
inline Collision* getCollision() const {
|
|
return collision.get();
|
|
}
|
|
|
|
const float depth;
|
|
|
|
protected:
|
|
// Holds the actual geometries in this tile.
|
|
FillVertexBuffer fillVertexBuffer;
|
|
LineVertexBuffer lineVertexBuffer;
|
|
|
|
TriangleElementsBuffer triangleElementsBuffer;
|
|
LineElementsBuffer lineElementsBuffer;
|
|
|
|
GlyphAtlas& glyphAtlas;
|
|
GlyphStore& glyphStore;
|
|
SpriteAtlas& spriteAtlas;
|
|
util::ptr<Sprite> sprite;
|
|
Style& style;
|
|
|
|
private:
|
|
// Contains all the Bucket objects for the tile. Buckets are render
|
|
// objects and they get added to this std::map<> by the workers doing
|
|
// the actual tile parsing as they get processed. Tiles partially
|
|
// parsed can get new buckets at any moment but are also fit for
|
|
// rendering. That said, access to this list needs locking unless
|
|
// the tile is completely parsed.
|
|
std::unordered_map<std::string, std::unique_ptr<Bucket>> buckets;
|
|
mutable std::mutex bucketsMutex;
|
|
|
|
std::unique_ptr<Collision> collision;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|