Ejemplo n.º 1
0
std::unique_ptr<Bucket> CircleLayer::createBucket(StyleBucketParameters& parameters) const {
    auto bucket = std::make_unique<CircleBucket>(parameters.mode);

    parameters.eachFilteredFeature(filter, [&] (const auto& feature) {
        bucket->addGeometry(getGeometries(feature));
    });

    return std::move(bucket);
}
Ejemplo n.º 2
0
std::unique_ptr<Bucket> CircleLayer::createBucket(StyleBucketParameters& parameters) const {
    auto bucket = std::make_unique<CircleBucket>(parameters.mode);

    auto& name = bucketName();
    parameters.eachFilteredFeature(filter, [&] (const auto& feature, std::size_t index, const std::string& layerName) {
        auto geometries = getGeometries(feature);
        bucket->addGeometry(geometries);
        parameters.featureIndex.insert(geometries, index, layerName, name);
    });

    return std::move(bucket);
}
Ejemplo n.º 3
0
void FeatureIndex::addFeature(
    std::unordered_map<std::string, std::vector<Feature>>& result,
    const IndexedSubfeature& indexedFeature,
    const GeometryCollection& queryGeometry,
    const optional<std::vector<std::string>>& filterLayerIDs,
    const GeometryTile& geometryTile,
    const CanonicalTileID& tileID,
    const style::Style& style,
    const float bearing,
    const float pixelsToTileUnits) const {

    auto& layerIDs = bucketLayerIDs.at(indexedFeature.bucketName);
    if (filterLayerIDs && !vectorsIntersect(layerIDs, *filterLayerIDs)) {
        return;
    }

    auto sourceLayer = geometryTile.getLayer(indexedFeature.sourceLayerName);
    assert(sourceLayer);

    auto geometryTileFeature = sourceLayer->getFeature(indexedFeature.index);
    assert(geometryTileFeature);

    for (const auto& layerID : layerIDs) {
        if (filterLayerIDs && !vectorContains(*filterLayerIDs, layerID)) {
            continue;
        }

        auto styleLayer = style.getLayer(layerID);
        if (!styleLayer ||
            (!styleLayer->is<style::SymbolLayer>() &&
             !styleLayer->baseImpl->queryIntersectsGeometry(queryGeometry, geometryTileFeature->getGeometries(), bearing, pixelsToTileUnits))) {
            continue;
        }

        result[layerID].push_back(convertFeature(*geometryTileFeature, tileID));
    }
}
Ejemplo n.º 4
0
std::vector<SymbolFeature> SymbolBucket::processFeatures(const GeometryTileLayer& layer,
                                                         const FilterExpression& filter,
                                                         GlyphStore &glyphStore) {
    const bool has_text = !layout.text.field.empty() && !layout.text.font.empty();
    const bool has_icon = !layout.icon.image.empty();

    std::vector<SymbolFeature> features;

    if (!has_text && !has_icon) {
        return features;
    }

    // Determine and load glyph ranges
    std::set<GlyphRange> ranges;

    for (std::size_t i = 0; i < layer.featureCount(); i++) {
        auto feature = layer.getFeature(i);

        GeometryTileFeatureExtractor extractor(*feature);
        if (!evaluate(filter, extractor))
            continue;

        SymbolFeature ft;

        auto getValue = [&feature](const std::string& key) -> std::string {
            auto value = feature->getValue(key);
            return value ? toString(*value) : std::string();
        };

        if (has_text) {
            std::string u8string = util::replaceTokens(layout.text.field, getValue);

            if (layout.text.transform == TextTransformType::Uppercase) {
                u8string = platform::uppercase(u8string);
            } else if (layout.text.transform == TextTransformType::Lowercase) {
                u8string = platform::lowercase(u8string);
            }

            ft.label = util::utf8_to_utf32::convert(u8string);

            if (ft.label.size()) {
                // Loop through all characters of this text and collect unique codepoints.
                for (char32_t chr : ft.label) {
                    ranges.insert(getGlyphRange(chr));
                }
            }
        }

        if (has_icon) {
            ft.sprite = util::replaceTokens(layout.icon.image, getValue);
        }

        if (ft.label.length() || ft.sprite.length()) {

            auto &multiline = ft.geometry;

            GeometryCollection geometryCollection = feature->getGeometries();
            for (auto& line : geometryCollection) {
                multiline.emplace_back();
                for (auto& point : line) {
                    multiline.back().emplace_back(point.x, point.y);
                }
            }

            features.push_back(std::move(ft));
        }
    }

    if (layout.placement == PlacementType::Line) {
        util::mergeLines(features);
    }

    if (glyphStore.requestGlyphRangesIfNeeded(layout.text.font, ranges)) {
        needsGlyphs_ = true;
        return {};
    }

    return features;
}
Ejemplo n.º 5
0
void GameRenderer::renderWorld(GameWorld* world, const ViewCamera &camera, float alpha)
{
	_renderAlpha = alpha;
	_renderWorld = world;

	// Store the input camera,
	_camera = camera;

	setupRender();

	glBindVertexArray( vao );

	float tod = world->getHour() + world->getMinute()/60.f;

	// Requires a float 0-24
	auto weatherID = static_cast<WeatherLoader::WeatherCondition>(world->state->basic.nextWeather * 24);
	auto weather = world->data->weatherLoader.getWeatherData(weatherID, tod);

	glm::vec3 skyTop = weather.skyTopColor;
	glm::vec3 skyBottom = weather.skyBottomColor;
	glm::vec3 ambient = weather.ambientColor;
	glm::vec3 dynamic = weather.directLightColor;

	float theta = (tod/(60.f * 24.f) - 0.5f) * 2 * 3.14159265;
	glm::vec3 sunDirection{
		sin(theta),
		0.0,
		cos(theta),
	};
	sunDirection = glm::normalize(sunDirection);

	_camera.frustum.near = world->state->cameraNear;
	_camera.frustum.far = weather.farClipping;

	auto view = _camera.getView();
	auto proj = _camera.frustum.projection();

	Renderer::SceneUniformData sceneParams {
		proj,
		view,
		glm::vec4{ambient, 0.0f},
		glm::vec4{dynamic, 0.0f},
		glm::vec4(skyBottom, 1.f),
		glm::vec4(camera.position, 0.f),
		weather.fogStart,
		camera.frustum.far
	};

	renderer->setSceneParameters(sceneParams);
	
	renderer->clear(glm::vec4(skyBottom, 1.f));

	_camera.frustum.update(proj * view);
	if (cullOverride)
	{
		cullingCamera.frustum.update(
					cullingCamera.frustum.projection() * cullingCamera.getView());
	}
	
	culled = 0;

	renderer->useProgram(worldProg);

	//===============================================================
	//	Render List Construction
	//---------------------------------------------------------------

	RW_PROFILE_BEGIN("RenderList");

	// This is sequential at the moment, it should be easy to make it
	// run in parallel with a good threading system.
	RenderList renderList;
	// Naive optimisation, assume 10% hitrate
	renderList.reserve(world->allObjects.size() * 0.5f);

	RW_PROFILE_BEGIN("Build");

	ObjectRenderer objectRenderer(_renderWorld,
					  (cullOverride ? cullingCamera : _camera),
					  _renderAlpha,
					  getMissingTexture());

	// World Objects
	for (auto object : world->allObjects) {
		objectRenderer.buildRenderList(object, renderList);
	}
	RW_PROFILE_END();

	renderer->pushDebugGroup("Objects");
	renderer->pushDebugGroup("RenderList");

	// Also parallelizable
	RW_PROFILE_BEGIN("Sort");
	std::sort(renderList.begin(), renderList.end(),
			  [](const Renderer::RenderInstruction& a,
				 const Renderer::RenderInstruction&b) {
					return a.sortKey < b.sortKey;
				});
	RW_PROFILE_END();

	RW_PROFILE_BEGIN("Draw");
	renderer->drawBatched(renderList);
	RW_PROFILE_END();

	renderer->popDebugGroup();
	profObjects = renderer->popDebugGroup();

	RW_PROFILE_END();

	// Render arrows above anything that isn't radar only (or hidden)
	ModelRef& arrowModel = world->data->models["arrow"];
	if( arrowModel && arrowModel->resource )
	{
		auto arrowTex = world->data->textures[{"copblue",""}];
		auto arrowFrame = arrowModel->resource->findFrame( "arrow" );
		for( auto& blip : world->state->radarBlips )
		{
			if( blip.second.display == BlipData::Show )
			{
				glm::mat4 model;

				if( blip.second.target > 0 )
				{
					// TODO restore arrows
					/*auto& pool = world->getTypeObjectPool(blip.second.target);
					auto object = pool.find(blip.second.target);
					if( object )
					{
						model = object->getTimeAdjustedTransform( _renderAlpha );
					}*/
				}
				else
				{
					model = glm::translate( model, blip.second.coord );
				}

				float a = world->getGameTime() * glm::pi<float>();
				model = glm::translate( model, glm::vec3(0.f, 0.f, 2.5f + glm::sin( a ) * 0.5f) );
				model = glm::rotate( model, a, glm::vec3(0.f, 0.f, 1.f) );
				model = glm::scale( model, glm::vec3(1.5f, 1.5f, 1.5f) );

				Renderer::DrawParameters dp;
				dp.textures = {arrowTex->getName()};
				dp.ambient = 1.f;
				dp.colour = glm::u8vec4(255, 255, 255, 255);

				auto geom = arrowModel->resource->geometries[arrowFrame->getGeometries()[0]];
				Model::SubGeometry& sg = geom->subgeom[0];

				dp.start = sg.start;
				dp.count = sg.numIndices;
				dp.diffuse = 1.f;

				renderer->draw( model, &geom->dbuff, dp );
			}
		}
	}

	// Draw goal indicators
	glDepthMask(GL_FALSE);
	renderer->useProgram( particleProg );
	for(auto& i : world->getAreaIndicators())
	{
		renderAreaIndicator( &i );
	}
	glDepthMask(GL_TRUE);

	renderer->pushDebugGroup("Water");

	water.render(this, world);

	profWater = renderer->popDebugGroup();

	renderer->pushDebugGroup("Sky");

	glBindVertexArray( vao );

	Renderer::DrawParameters dp;
	dp.start = 0;
	dp.count = skydomeSegments * skydomeRows * 6;

	renderer->useProgram(skyProg);
	renderer->setUniform(skyProg, "TopColor", glm::vec4(skyTop, 1.f));
	renderer->setUniform(skyProg, "BottomColor", glm::vec4(skyBottom, 1.f));

	renderer->draw(glm::mat4(), &skyDbuff, dp);

	profSky = renderer->popDebugGroup();

	renderer->pushDebugGroup("Effects");
	renderEffects(world);
	profEffects = renderer->popDebugGroup();

	glDisable(GL_DEPTH_TEST);

	GLuint splashTexName = 0;
	auto fc = world->state->fadeColour;
	if((fc.r + fc.g + fc.b) == 0 && world->state->currentSplash.size() > 0) {
		auto splash = world->data->findTexture(world->state->currentSplash);
		if ( splash )
		{
			splashTexName = splash->getName();
		}
	}

	if( (world->state->isCinematic || world->state->currentCutscene ) && splashTexName != 0 ) {
		renderLetterbox();
	}

	float fadeTimer = world->getGameTime() - world->state->fadeStart;
	if( fadeTimer < world->state->fadeTime || !world->state->fadeOut ) {
		glUseProgram(ssRectProgram);
		glUniform2f(ssRectOffset, 0.f, 0.f);
		glUniform2f(ssRectSize, 1.f, 1.f);

		glUniform1i(ssRectTexture, 0);

		if(splashTexName != 0) {
			glBindTexture(GL_TEXTURE_2D, splashTexName);
			fc = glm::u16vec3(0, 0, 0);
		}
		else {
			glBindTexture(GL_TEXTURE_2D, 0);
		}

		float fadeFrac = 0.f;
		if( world->state->fadeTime > 0.f ) {
			fadeFrac = std::min(fadeTimer / world->state->fadeTime, 1.f);
		}

		float a = world->state->fadeOut ? 1.f - fadeFrac : fadeFrac;

		glm::vec4 fadeNormed(fc.r / 255.f, fc.g/ 255.f, fc.b/ 255.f, a);

		glUniform4fv(ssRectColour, 1, glm::value_ptr(fadeNormed));

		glBindVertexArray( ssRectDraw.getVAOName() );
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	}

	if( (world->state->isCinematic || world->state->currentCutscene ) && splashTexName == 0 ) {
		renderLetterbox();
	}

	renderPostProcess();

	glUseProgram(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glBindVertexArray( 0 );
}
Ejemplo n.º 6
0
void SymbolBucket::parseFeatures(const GeometryTileLayer& layer, const Filter& filter) {
    const bool has_text = !layout.textField.value.empty() && !layout.textFont.value.empty();
    const bool has_icon = !layout.iconImage.value.empty();

    if (!has_text && !has_icon) {
        return;
    }

    auto layerName = layer.getName();

    // Determine and load glyph ranges
    const GLsizei featureCount = static_cast<GLsizei>(layer.featureCount());
    for (GLsizei i = 0; i < featureCount; i++) {
        auto feature = layer.getFeature(i);

        FilterEvaluator evaluator(*feature);
        if (!Filter::visit(filter, evaluator))
            continue;

        SymbolFeature ft;
        ft.index = i;

        auto getValue = [&feature](const std::string& key) -> std::string {
            auto value = feature->getValue(key);
            if (!value)
                return std::string();
            if (value->is<std::string>())
                return value->get<std::string>();
            if (value->is<bool>())
                return value->get<bool>() ? "true" : "false";
            if (value->is<int64_t>())
                return util::toString(value->get<int64_t>());
            if (value->is<uint64_t>())
                return util::toString(value->get<uint64_t>());
            if (value->is<double>())
                return util::toString(value->get<double>());
            return "null";
        };

        if (has_text) {
            std::string u8string = util::replaceTokens(layout.textField, getValue);

            if (layout.textTransform == TextTransformType::Uppercase) {
                u8string = platform::uppercase(u8string);
            } else if (layout.textTransform == TextTransformType::Lowercase) {
                u8string = platform::lowercase(u8string);
            }

            ft.label = util::utf8_to_utf32::convert(u8string);

            if (!ft.label.empty()) {
                // Loop through all characters of this text and collect unique codepoints.
                for (char32_t chr : ft.label) {
                    ranges.insert(getGlyphRange(chr));
                }
            }
        }

        if (has_icon) {
            ft.sprite = util::replaceTokens(layout.iconImage, getValue);
        }

        if (ft.label.length() || ft.sprite.length()) {

            auto &multiline = ft.geometry;

            GeometryCollection geometryCollection = getGeometries(*feature);
            for (auto& line : geometryCollection) {
                multiline.emplace_back();
                for (auto& point : line) {
                    multiline.back().emplace_back(point.x, point.y);
                }
            }

            features.push_back(std::move(ft));
        }
    }

    if (layout.symbolPlacement == SymbolPlacementType::Line) {
        util::mergeLines(features);
    }
}