* Add symbol dds attributes and adapt style code generation
* Update to mapbox-gl-js/master
* Refactor SymbolFeature as a subclass of GeometryTileFeature
Prepares for enabling DDS on symbol paint properties by allowing the
SymbolFeatures, which we keep around after constructing SymbolLayout,
to be used in evaluating data-driven paint properties later in the
layout process.
* Draft approach for splitting icon/text paint properties
The `Program` types are set up to bind GL attributes to each of the
data-driven paint properties specified in the `PaintProperties` type
provided. Since `SymbolPaintProperties` specifies both `Text*` and
`Icon*` properties, the symbolIcon, symbolIconSDF, and symbolGlyph
programs each attempt to bind roughly double the number of attributes
that they actually need.
This change addresses this by:
- Adding the more specific `IconPaintProperties` and `TextPaintProperties` types, which are subsets of the full `SymbolPaintProperties`.
- The symbol layer continues to use its `SymbolPaintProperties paint` member to track layer property state, but it provides helpers that construct objects of each the specific `{Icon,Text}PaintProperties::Evaluated` type, for use by the painter.
- The three symbol programs instantiate `Program<>` using the appropriate `{Icon,Text}PaintProperties` type.
* check in generated style code
* Populate paint buffers for symbol DDS properties
* Address first round of review comments
* Refactor VectorTile{Layer,Feature} to explicitly share data
* Update submodule
51 lines
2.4 KiB
C++
51 lines
2.4 KiB
C++
#include <mbgl/layout/symbol_instance.hpp>
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#include <mbgl/style/layers/symbol_layer_properties.hpp>
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namespace mbgl {
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using namespace style;
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SymbolInstance::SymbolInstance(Anchor& anchor, const GeometryCoordinates& line,
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const std::pair<Shaping, Shaping>& shapedTextOrientations, const PositionedIcon& shapedIcon,
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const SymbolLayoutProperties::Evaluated& layout, const bool addToBuffers, const uint32_t index_,
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const float textBoxScale, const float textPadding, const SymbolPlacementType textPlacement,
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const float iconBoxScale, const float iconPadding, const SymbolPlacementType iconPlacement,
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const GlyphPositions& face, const IndexedSubfeature& indexedFeature, const std::size_t featureIndex_) :
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point(anchor.point),
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index(index_),
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hasText(shapedTextOrientations.first || shapedTextOrientations.second),
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hasIcon(shapedIcon),
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// Create the collision features that will be used to check whether this symbol instance can be placed
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textCollisionFeature(line, anchor, shapedTextOrientations.second ?: shapedTextOrientations.first, textBoxScale, textPadding, textPlacement, indexedFeature),
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iconCollisionFeature(line, anchor, shapedIcon, iconBoxScale, iconPadding, iconPlacement, indexedFeature),
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featureIndex(featureIndex_) {
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// Create the quads used for rendering the icon and glyphs.
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if (addToBuffers) {
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if (shapedIcon) {
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iconQuad = getIconQuad(anchor, shapedIcon, line, layout, iconPlacement, shapedTextOrientations.first);
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}
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if (shapedTextOrientations.first) {
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auto quads = getGlyphQuads(anchor, shapedTextOrientations.first, textBoxScale, line, layout, textPlacement, face);
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glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
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}
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if (shapedTextOrientations.second) {
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auto quads = getGlyphQuads(anchor, shapedTextOrientations.second, textBoxScale, line, layout, textPlacement, face);
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glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
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}
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}
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if (shapedTextOrientations.first && shapedTextOrientations.second) {
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writingModes = WritingModeType::Horizontal | WritingModeType::Vertical;
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} else if (shapedTextOrientations.first) {
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writingModes = WritingModeType::Horizontal;
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} else if (shapedTextOrientations.second) {
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writingModes = WritingModeType::Vertical;
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} else {
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writingModes = WritingModeType::None;
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}
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}
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} // namespace mbgl
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