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author | Chris Loer <chris.loer@gmail.com> | 2018-01-04 13:37:41 -0800 |
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committer | Chris Loer <chris.loer@mapbox.com> | 2018-01-04 14:24:37 -0800 |
commit | 5bfa20d71dc099416c5d715e7857ae836db160ed (patch) | |
tree | 1881ce247b0e4db8e490d41765a14315fc7ce109 | |
parent | c62b0af24fc76b4bb2eb34100611dd3ee9ee5536 (diff) | |
download | qtlocation-mapboxgl-5bfa20d71dc099416c5d715e7857ae836db160ed.tar.gz |
Fix distant collision perspective ratios (#10794).
Analog of GL JS issue #5911.
Add native ignore for tilejson-bounds.
m--------- | mapbox-gl-js | 0 | ||||
-rw-r--r-- | platform/node/test/ignores.json | 1 | ||||
-rw-r--r-- | src/mbgl/shaders/collision_circle.cpp | 6 | ||||
-rw-r--r-- | src/mbgl/text/collision_index.cpp | 21 | ||||
-rw-r--r-- | src/mbgl/text/placement.cpp | 2 |
5 files changed, 18 insertions, 12 deletions
diff --git a/mapbox-gl-js b/mapbox-gl-js -Subproject 2e6fc8901ec3937a0e71da40dff9d7d037dee74 +Subproject e877fa762b019ae434936047df4d020fe41f5e1 diff --git a/platform/node/test/ignores.json b/platform/node/test/ignores.json index 62e042cd4d..10e5e88e79 100644 --- a/platform/node/test/ignores.json +++ b/platform/node/test/ignores.json @@ -85,6 +85,7 @@ "render-tests/text-pitch-alignment/map-text-rotation-alignment-map": "https://github.com/mapbox/mapbox-gl-native/issues/9732", "render-tests/text-pitch-alignment/viewport-text-rotation-alignment-map": "https://github.com/mapbox/mapbox-gl-native/issues/9732", "render-tests/text-pitch-scaling/line-half": "https://github.com/mapbox/mapbox-gl-native/issues/9732", + "render-tests/tilejson-bounds/default": "https://github.com/mapbox/mapbox-gl-native/pull/10701", "render-tests/video/default": "skip - https://github.com/mapbox/mapbox-gl-native/issues/601", "render-tests/background-color/colorSpace-hcl": "needs issue", "render-tests/hillshade-accent-color/default": "skip - https://github.com/mapbox/mapbox-gl-native/pull/10642", diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp index 1e85d99a33..ac2d71d7fc 100644 --- a/src/mbgl/shaders/collision_circle.cpp +++ b/src/mbgl/shaders/collision_circle.cpp @@ -26,19 +26,19 @@ varying vec2 v_extrude_scale; void main() { vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; - highp float collision_perspective_ratio = 0.5 + 0.5 * (camera_to_anchor_distance / u_camera_to_center_distance); + highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance); gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur - gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w / collision_perspective_ratio; + gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio; v_placed = a_placed.x; v_notUsed = a_placed.y; v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius v_extrude = a_extrude * padding_factor; - v_extrude_scale = u_extrude_scale * u_camera_to_center_distance / collision_perspective_ratio; + v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio; } )MBGL_SHADER"; diff --git a/src/mbgl/text/collision_index.cpp b/src/mbgl/text/collision_index.cpp index 8014efe6c7..833658c33e 100644 --- a/src/mbgl/text/collision_index.cpp +++ b/src/mbgl/text/collision_index.cpp @@ -78,10 +78,10 @@ std::pair<bool,bool> CollisionIndex::placeFeature(CollisionFeature& feature, CollisionBox& box = feature.boxes.front(); const auto projectedPoint = projectAndGetPerspectiveRatio(posMatrix, box.anchor); const float tileToViewport = textPixelRatio * projectedPoint.second; - box.px1 = box.x1 / tileToViewport + projectedPoint.first.x; - box.py1 = box.y1 / tileToViewport + projectedPoint.first.y; - box.px2 = box.x2 / tileToViewport + projectedPoint.first.x; - box.py2 = box.y2 / tileToViewport + projectedPoint.first.y; + box.px1 = box.x1 * tileToViewport + projectedPoint.first.x; + box.py1 = box.y1 * tileToViewport + projectedPoint.first.y; + box.px2 = box.x2 * tileToViewport + projectedPoint.first.x; + box.py2 = box.y2 * tileToViewport + projectedPoint.first.y; if (!isInsideGrid(box) || (!allowOverlap && collisionGrid.hitTest({{ box.px1, box.py1 }, { box.px2, box.py2 }}))) { @@ -130,8 +130,10 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature, bool entirelyOffscreen = true; const auto tileToViewport = projectedAnchor.first * textPixelRatio; + // pixelsToTileUnits is used for translating line geometry to tile units + // ... so we care about 'scale' but not 'perspectiveRatio' // equivalent to pixel_to_tile_units - const auto pixelsToTileUnits = tileToViewport / scale; + const auto pixelsToTileUnits = 1 / (textPixelRatio * scale); float firstTileDistance = 0, lastTileDistance = 0; if (firstAndLastGlyph) { @@ -155,7 +157,7 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature, const auto projectedPoint = projectPoint(posMatrix, circle.anchor); const float tileUnitRadius = (circle.x2 - circle.x1) / 2; - const float radius = tileUnitRadius / tileToViewport; + const float radius = tileUnitRadius * tileToViewport; if (atLeastOneCirclePlaced) { const CollisionBox& previousCircle = feature.boxes[i - 1]; @@ -330,7 +332,7 @@ std::pair<float,float> CollisionIndex::projectAnchor(const mat4& posMatrix, cons vec4 p = {{ point.x, point.y, 0, 1 }}; matrix::transformMat4(p, p, posMatrix); return std::make_pair( - 0.5 + 0.5 * (p[3] / transformState.getCameraToCenterDistance()), + 0.5 + 0.5 * (transformState.getCameraToCenterDistance() / p[3]), p[3] ); } @@ -343,7 +345,10 @@ std::pair<Point<float>,float> CollisionIndex::projectAndGetPerspectiveRatio(cons (((p[0] / p[3] + 1) / 2) * transformState.getSize().width) + viewportPadding, (((-p[1] / p[3] + 1) / 2) * transformState.getSize().height) + viewportPadding ), - 0.5 + 0.5 * (p[3] / transformState.getCameraToCenterDistance()) + // See perspective ratio comment in symbol_sdf.vertex + // We're doing collision detection in viewport space so we need + // to scale down boxes in the distance + 0.5 + 0.5 * (transformState.getCameraToCenterDistance() / p[3]) ); } diff --git a/src/mbgl/text/placement.cpp b/src/mbgl/text/placement.cpp index 334748dda6..b27d8f5baf 100644 --- a/src/mbgl/text/placement.cpp +++ b/src/mbgl/text/placement.cpp @@ -59,7 +59,7 @@ void Placement::placeLayer(RenderSymbolLayer& symbolLayer, const mat4& projMatri const float pixelsToTileUnits = renderTile.id.pixelsToTileUnits(1, state.getZoom()); const float scale = std::pow(2, state.getZoom() - renderTile.tile.id.overscaledZ); - const float textPixelRatio = util::EXTENT / (util::tileSize * renderTile.tile.id.overscaleFactor()); + const float textPixelRatio = (util::tileSize * renderTile.tile.id.overscaleFactor()) / util::EXTENT; mat4 posMatrix; state.matrixFor(posMatrix, renderTile.id); |