Files
MapLibreParticleLab/src/renderer/line_bucket.cpp
2014-02-05 18:06:16 +01:00

288 lines
10 KiB
C++

#include <llmr/renderer/line_bucket.hpp>
#include <llmr/geometry/line_buffer.hpp>
#include <llmr/geometry/geometry.hpp>
#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/shader-line.hpp>
#include <llmr/style/style.hpp>
#include <llmr/map/vector_tile.hpp>
#include <llmr/util/math.hpp>
#include <llmr/platform/gl.hpp>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#include <cassert>
struct geometry_too_long_exception : std::exception {};
using namespace llmr;
LineBucket::LineBucket(const std::shared_ptr<LineBuffer>& buffer, const BucketDescription& bucket_desc)
: geometry(bucket_desc.geometry),
buffer(buffer),
start(buffer->length()),
length(0) {
}
void LineBucket::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 LineBucket::addGeometry(const std::vector<Coordinate>& vertices) {
const JoinType join = geometry.join;
const CapType cap = geometry.cap;
const float miterLimit = geometry.miter_limit;
const float roundLimit = geometry.round_limit;
if (vertices.size() < 1) {
// alert('a line must have at least one vertex');
return;
}
// Point
if (vertices.size() == 1) {
Coordinate coord = vertices.front();
buffer->add(coord.x, coord.y, 1, 0, 0, 0);
return;
}
Coordinate firstVertex = vertices.front();
Coordinate lastVertex = vertices.back();
bool closed = firstVertex.x == lastVertex.x && firstVertex.y == lastVertex.y;
if (vertices.size() == 2 && closed) {
// alert('a line may not have coincident points');
return;
}
CapType beginCap = cap;
CapType endCap = closed ? CapType::Butt : cap;
Coordinate currentVertex = Coordinate::null(),
prevVertex = Coordinate::null(),
nextVertex = Coordinate::null();
vec2<double> prevNormal = vec2<double>::null(),
nextNormal = vec2<double>::null();
int8_t flip = 1;
double distance = 0;
if (closed) {
currentVertex = vertices[vertices.size() - 2];
nextNormal = util::normal<double>(currentVertex, lastVertex);
}
// Start all lines with a degenerate vertex
buffer->addDegenerate();
for (size_t i = 0; i < vertices.size(); i++) {
if (nextNormal) prevNormal = { -nextNormal.x, -nextNormal.y };
if (currentVertex) prevVertex = currentVertex;
currentVertex = vertices[i];
if (prevVertex) distance += util::dist<double>(currentVertex, prevVertex);
// Find the next vertex.
if (i + 1 < vertices.size()) {
nextVertex = vertices[i + 1];
} else {
nextVertex = Coordinate::null();
}
bool segment = false;
if (closed && i >= 2 && (i + 1 < vertices.size())) {
segment = true;
}
// If the line is closed, we treat the last vertex like the first vertex.
if (!nextVertex && closed) {
nextVertex = vertices[1];
}
if (nextVertex) {
// if two consecutive vertices exist, skip one
if (currentVertex.x == nextVertex.x && currentVertex.y == nextVertex.y) continue;
}
// Calculate the normal towards the next vertex in this line. In case
// there is no next vertex, pretend that the line is continuing straight,
// meaning that we are just reversing the previous normal
if (nextVertex) {
nextNormal = util::normal<double>(currentVertex, nextVertex);
} else {
nextNormal = { -prevNormal.x, -prevNormal.y };
}
// If we still don't have a previous normal, this is the beginning of a
// non-closed line, so we're doing a straight "join".
if (!prevNormal) {
prevNormal = { -nextNormal.x, -nextNormal.y };
}
// Determine the normal of the join extrusion. It is the angle bisector
// of the segments between the previous line and the next line.
vec2<double> joinNormal = {
prevNormal.x + nextNormal.x,
prevNormal.y + nextNormal.y
};
// Cross product yields 0..1 depending on whether they are parallel
// or perpendicular.
double joinAngularity = nextNormal.x * joinNormal.y - nextNormal.y * joinNormal.x;
joinNormal.x /= joinAngularity;
joinNormal.y /= joinAngularity;
double roundness = fmax(abs(joinNormal.x), abs(joinNormal.y));
bool roundJoin = false;
// Determine whether we should actually draw a round/bevelled/butt line join. It looks
// better if we do, but we can get away with drawing a mitered join for
// joins that have a very small angle. For this, we have the "roundLimit"
// parameter. We do this to reduce the number of vertices we have to
// write into the line vertex buffer. Note that joinAngularity may be 0,
// so the roundness grows to infinity. This is intended.
if ((join == JoinType::Round || join == JoinType::Bevel || join == JoinType::Butt) && roundness > roundLimit) {
roundJoin = true;
}
// Close up the previous line for a round join
if (roundJoin && prevVertex && nextVertex) {
// Add first vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
flip * prevNormal.y, -flip * prevNormal.x, // extrude normal
0, 0, distance); // texture normal
// Add second vertex.
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
-flip * prevNormal.y, flip * prevNormal.x, // extrude normal
0, 1, distance); // texture normal
// Degenerate triangle
if (join == JoinType::Round || join == JoinType::Butt) {
buffer->addDegenerate();
}
if (join == JoinType::Round) prevVertex = Coordinate::null();
prevNormal = { -nextNormal.x, -nextNormal.y };
flip = 1;
}
// Add a cap.
if (!prevVertex && (beginCap == CapType::Round || beginCap == CapType::Square || (roundJoin && join == JoinType::Round))) {
int8_t tex = beginCap == CapType::Round || roundJoin ? 1 : 0;
// Add first vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
flip * (prevNormal.x + prevNormal.y), flip * (-prevNormal.x + prevNormal.y), // extrude normal
tex, 0, distance); // texture normal
// Add second vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
flip * (prevNormal.x - prevNormal.y), flip * (prevNormal.x + prevNormal.y), // extrude normal
tex, 1, distance); // texture normal
}
if (roundJoin) {
// ROUND JOIN
// Add first vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
-flip * nextNormal.y, flip * nextNormal.x, // extrude normal
0, 0, distance); // texture normal
// Add second vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
flip * nextNormal.y, -flip * nextNormal.x, // extrude normal
0, 1, distance); // texture normal
} else if ((nextVertex || endCap != CapType::Square) && (prevVertex || beginCap != CapType::Square)) {
// MITER JOIN
if (fabs(joinAngularity) < 0.01) {
// The two normals are almost parallel.
joinNormal.x = -nextNormal.y;
joinNormal.y = nextNormal.x;
} else if (roundness > miterLimit) {
// If the miter grows too large, flip the direction to make a
// bevel join.
joinNormal.x = (prevNormal.x - nextNormal.x) / joinAngularity;
joinNormal.y = (prevNormal.y - nextNormal.y) / joinAngularity;
flip = -flip;
}
// Add first vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
flip * joinNormal.x, flip * joinNormal.y, // extrude normal
0, 0, distance); // texture normal
// Add second vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
-flip * joinNormal.x, -flip * joinNormal.y, // extrude normal
0, 1, distance); // texture normal
}
// Add the end cap, but only if this vertex is distinct from the begin
// vertex.
if (!nextVertex && (endCap == CapType::Round || endCap == CapType::Square)) {
int8_t capTex = endCap == CapType::Round ? 1 : 0;
// Add first vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
nextNormal.x - flip * nextNormal.y, flip * nextNormal.x + nextNormal.y, // extrude normal
capTex, 0, distance); // texture normal
// Add second vertex
buffer->add(currentVertex.x, currentVertex.y, // vertex pos
nextNormal.x + flip * nextNormal.y, -flip * nextNormal.x + nextNormal.y, // extrude normal
capTex, 1, distance); // texture normal
}
}
// Update the length.
length = buffer->length() - start;
}
void LineBucket::render(Painter& painter, const std::string& layer_name, const Tile::ID& id) {
painter.renderLine(*this, layer_name, id);
}
size_t LineBucket::size() const {
return length;
}
void LineBucket::bind(LineShader& shader) {
if (!array) {
char *vertex_index = BUFFER_OFFSET(start * 4 * sizeof(int16_t));
array.setup(shader, *buffer, vertex_index);
} else {
array.bind();
}
}
void LineBucket::drawLines() {
glDrawArrays(GL_TRIANGLE_STRIP, 0, length);
}
void LineBucket::drawPoints() {
glDrawArrays(GL_POINTS, 0, length);
}