Files
MapLibreParticleLab/src/mbgl/layout/symbol_instance.cpp
Anand Thakker f901e776b3 [core] Implement data-driven styling for {text,icon}-{color,opacity,halo-color,halo-blur,halo-width} (#7939)
* 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
2017-02-28 19:54:24 -08:00

51 lines
2.4 KiB
C++

#include <mbgl/layout/symbol_instance.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
namespace mbgl {
using namespace style;
SymbolInstance::SymbolInstance(Anchor& anchor, const GeometryCoordinates& line,
const std::pair<Shaping, Shaping>& shapedTextOrientations, const PositionedIcon& shapedIcon,
const SymbolLayoutProperties::Evaluated& layout, const bool addToBuffers, const uint32_t index_,
const float textBoxScale, const float textPadding, const SymbolPlacementType textPlacement,
const float iconBoxScale, const float iconPadding, const SymbolPlacementType iconPlacement,
const GlyphPositions& face, const IndexedSubfeature& indexedFeature, const std::size_t featureIndex_) :
point(anchor.point),
index(index_),
hasText(shapedTextOrientations.first || shapedTextOrientations.second),
hasIcon(shapedIcon),
// Create the collision features that will be used to check whether this symbol instance can be placed
textCollisionFeature(line, anchor, shapedTextOrientations.second ?: shapedTextOrientations.first, textBoxScale, textPadding, textPlacement, indexedFeature),
iconCollisionFeature(line, anchor, shapedIcon, iconBoxScale, iconPadding, iconPlacement, indexedFeature),
featureIndex(featureIndex_) {
// Create the quads used for rendering the icon and glyphs.
if (addToBuffers) {
if (shapedIcon) {
iconQuad = getIconQuad(anchor, shapedIcon, line, layout, iconPlacement, shapedTextOrientations.first);
}
if (shapedTextOrientations.first) {
auto quads = getGlyphQuads(anchor, shapedTextOrientations.first, textBoxScale, line, layout, textPlacement, face);
glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
}
if (shapedTextOrientations.second) {
auto quads = getGlyphQuads(anchor, shapedTextOrientations.second, textBoxScale, line, layout, textPlacement, face);
glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
}
}
if (shapedTextOrientations.first && shapedTextOrientations.second) {
writingModes = WritingModeType::Horizontal | WritingModeType::Vertical;
} else if (shapedTextOrientations.first) {
writingModes = WritingModeType::Horizontal;
} else if (shapedTextOrientations.second) {
writingModes = WritingModeType::Vertical;
} else {
writingModes = WritingModeType::None;
}
}
} // namespace mbgl