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authorMikhail Pozdnyakov <mikhail.pozdnyakov@mapbox.com>2019-04-18 18:05:53 +0300
committerMikhail Pozdnyakov <mikhail.pozdnyakov@mapbox.com>2019-04-24 14:03:29 +0300
commit79f8759f3c2c9cf0d7b46754bbb2c58c36a2dd0f (patch)
treebf2461e1d1e7da47289a0e29f634f450b088bf94
parentc426df0be446420b438f9a09773ce0d67cb41208 (diff)
downloadqtlocation-mapboxgl-upstream/mikhail_sorted_y_placement.tar.gz
[core] Placement order matches viewport-y sortupstream/mikhail_sorted_y_placement
Symbols are placed accordingly to their viewport Y order, if the style `symbol-z-order` is set to `viewport-y`. This improves rendering of symbol layers, where icons are allowed to overlap but not text.
-rw-r--r--src/mbgl/renderer/buckets/symbol_bucket.cpp49
-rw-r--r--src/mbgl/renderer/buckets/symbol_bucket.hpp2
-rw-r--r--src/mbgl/text/placement.cpp287
3 files changed, 172 insertions, 166 deletions
diff --git a/src/mbgl/renderer/buckets/symbol_bucket.cpp b/src/mbgl/renderer/buckets/symbol_bucket.cpp
index c7eb7c6e5c..243cd4ebce 100644
--- a/src/mbgl/renderer/buckets/symbol_bucket.cpp
+++ b/src/mbgl/renderer/buckets/symbol_bucket.cpp
@@ -182,38 +182,16 @@ void SymbolBucket::sortFeatures(const float angle) {
sortUploaded = false;
uploaded = false;
- // If the symbols are allowed to overlap sort them by their vertical screen position.
- // The index array buffer is rewritten to reference the (unchanged) vertices in the
- // sorted order.
-
- // To avoid sorting the actual symbolInstance array we sort an array of indexes.
- std::vector<size_t> symbolInstanceIndexes;
- symbolInstanceIndexes.reserve(symbolInstances.size());
- for (size_t i = 0; i < symbolInstances.size(); i++) {
- symbolInstanceIndexes.push_back(i);
- }
-
- const float sin = std::sin(angle);
- const float cos = std::cos(angle);
-
- std::sort(symbolInstanceIndexes.begin(), symbolInstanceIndexes.end(), [sin, cos, this](size_t &aIndex, size_t &bIndex) {
- const SymbolInstance& a = symbolInstances[aIndex];
- const SymbolInstance& b = symbolInstances[bIndex];
- const auto aRotated = static_cast<int32_t>(::lround(sin * a.anchor.point.x + cos * a.anchor.point.y));
- const auto bRotated = static_cast<int32_t>(::lround(sin * b.anchor.point.x + cos * b.anchor.point.y));
- return aRotated != bRotated ?
- aRotated < bRotated :
- a.dataFeatureIndex > b.dataFeatureIndex;
- });
-
text.triangles.clear();
icon.triangles.clear();
featureSortOrder = std::make_unique<std::vector<size_t>>();
- featureSortOrder->reserve(symbolInstanceIndexes.size());
+ featureSortOrder->reserve(symbolInstances.size());
- for (auto i : symbolInstanceIndexes) {
- const SymbolInstance& symbolInstance = symbolInstances[i];
+ // If the symbols are allowed to overlap sort them by their vertical screen position.
+ // The index array buffer is rewritten to reference the (unchanged) vertices in the
+ // sorted order.
+ for (const SymbolInstance& symbolInstance : getSortedSymbols(angle)) {
featureSortOrder->push_back(symbolInstance.dataFeatureIndex);
if (symbolInstance.placedRightTextIndex) {
@@ -238,6 +216,23 @@ void SymbolBucket::sortFeatures(const float angle) {
}
}
+std::vector<std::reference_wrapper<SymbolInstance>> SymbolBucket::getSortedSymbols(const float angle) {
+ std::vector<std::reference_wrapper<SymbolInstance>> result(symbolInstances.begin(), symbolInstances.end());
+ const float sin = std::sin(angle);
+ const float cos = std::cos(angle);
+
+ std::sort(result.begin(), result.end(), [sin, cos](const SymbolInstance& a, const SymbolInstance& b) {
+ const auto aRotated = ::lround(sin * a.anchor.point.x + cos * a.anchor.point.y);
+ const auto bRotated = ::lround(sin * b.anchor.point.x + cos * b.anchor.point.y);
+ if (aRotated != bRotated) {
+ return aRotated < bRotated;
+ }
+ return a.dataFeatureIndex > b.dataFeatureIndex; // aRotated == bRotated
+ });
+
+ return result;
+}
+
bool SymbolBucket::hasFormatSectionOverrides() const {
if (!hasFormatSectionOverrides_) {
hasFormatSectionOverrides_= SymbolLayerPaintPropertyOverrides::hasOverrides(layout.get<TextField>());
diff --git a/src/mbgl/renderer/buckets/symbol_bucket.hpp b/src/mbgl/renderer/buckets/symbol_bucket.hpp
index 61b4435e77..7db17f0062 100644
--- a/src/mbgl/renderer/buckets/symbol_bucket.hpp
+++ b/src/mbgl/renderer/buckets/symbol_bucket.hpp
@@ -65,6 +65,8 @@ public:
void updateOpacity();
void sortFeatures(const float angle);
+ // The result contains references to the `symbolInstances` items, sorted by viewport Y.
+ std::vector<std::reference_wrapper<SymbolInstance>> getSortedSymbols(const float angle);
const style::SymbolLayoutProperties::PossiblyEvaluated layout;
const bool sdfIcons;
diff --git a/src/mbgl/text/placement.cpp b/src/mbgl/text/placement.cpp
index 16295256c5..0b888211b6 100644
--- a/src/mbgl/text/placement.cpp
+++ b/src/mbgl/text/placement.cpp
@@ -77,9 +77,7 @@ void Placement::placeLayer(const RenderLayerSymbolInterface& symbolInterface, co
std::unordered_set<uint32_t> seenCrossTileIDs;
for (const RenderTile& renderTile : symbolInterface.getRenderTiles()) {
- if (!renderTile.tile.isRenderable()) {
- continue;
- }
+ assert(renderTile.tile.isRenderable());
assert(renderTile.tile.kind == Tile::Kind::Geometry);
auto& geometryTile = static_cast<GeometryTile&>(renderTile.tile);
@@ -186,162 +184,175 @@ void Placement::placeLayerBucket(
std::vector<style::TextVariableAnchorType> variableTextAnchors = bucket.layout.get<style::TextVariableAnchor>();
const bool rotateWithMap = bucket.layout.get<style::TextRotationAlignment>() == style::AlignmentType::Map;
const bool pitchWithMap = bucket.layout.get<style::TextPitchAlignment>() == style::AlignmentType::Map;
-
- for (SymbolInstance& symbolInstance : bucket.symbolInstances) {
- if (seenCrossTileIDs.count(symbolInstance.crossTileID) == 0) {
- if (holdingForFade) {
- // Mark all symbols from this tile as "not placed", but don't add to seenCrossTileIDs, because we don't
- // know yet if we have a duplicate in a parent tile that _should_ be placed.
- placements.emplace(symbolInstance.crossTileID, JointPlacement(false, false, false));
- continue;
- }
+ const bool zOrderByViewportY = bucket.layout.get<style::SymbolZOrder>() == style::SymbolZOrderType::ViewportY;
+
+ auto placeSymbol = [&] (SymbolInstance& symbolInstance) {
+ if (seenCrossTileIDs.count(symbolInstance.crossTileID) != 0u) return;
- bool placeText = false;
- bool placeIcon = false;
- bool offscreen = true;
- optional<size_t> horizontalTextIndex = symbolInstance.getDefaultHorizontalPlacedTextIndex();
- if (horizontalTextIndex) {
- CollisionFeature& textCollisionFeature = symbolInstance.textCollisionFeature;
- PlacedSymbol& placedSymbol = bucket.text.placedSymbols.at(*horizontalTextIndex);
- const float fontSize = evaluateSizeForFeature(partiallyEvaluatedTextSize, placedSymbol);
- if (variableTextAnchors.empty()) {
- auto placed = collisionIndex.placeFeature(textCollisionFeature, {},
- posMatrix, textLabelPlaneMatrix, textPixelRatio,
- placedSymbol, scale, fontSize,
- bucket.layout.get<style::TextAllowOverlap>(),
- pitchWithMap,
- showCollisionBoxes, avoidEdges, collisionGroup.second);
- placeText = placed.first;
- offscreen &= placed.second;
- } else if (!textCollisionFeature.alongLine && !textCollisionFeature.boxes.empty()) {
- const CollisionBox& textBox = symbolInstance.textCollisionFeature.boxes[0];
- const float width = textBox.x2 - textBox.x1;
- const float height = textBox.y2 - textBox.y1;
- const float textBoxScale = symbolInstance.textBoxScale;
-
- // If this symbol was in the last placement, shift the previously used
- // anchor to the front of the anchor list.
- if (prevPlacement) {
- auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
- if (prevOffset != prevPlacement->variableOffsets.end() &&
- variableTextAnchors.front() != prevOffset->second.anchor) {
- std::vector<style::TextVariableAnchorType> filtered;
- filtered.reserve(variableTextAnchors.size());
- filtered.push_back(prevOffset->second.anchor);
- for (auto anchor : variableTextAnchors) {
- if (anchor != prevOffset->second.anchor) {
- filtered.push_back(anchor);
- }
+ if (holdingForFade) {
+ // Mark all symbols from this tile as "not placed", but don't add to seenCrossTileIDs, because we don't
+ // know yet if we have a duplicate in a parent tile that _should_ be placed.
+ placements.emplace(symbolInstance.crossTileID, JointPlacement(false, false, false));
+ return;
+ }
+
+ bool placeText = false;
+ bool placeIcon = false;
+ bool offscreen = true;
+ optional<size_t> horizontalTextIndex = symbolInstance.getDefaultHorizontalPlacedTextIndex();
+ if (horizontalTextIndex) {
+ CollisionFeature& textCollisionFeature = symbolInstance.textCollisionFeature;
+ PlacedSymbol& placedSymbol = bucket.text.placedSymbols.at(*horizontalTextIndex);
+ const float fontSize = evaluateSizeForFeature(partiallyEvaluatedTextSize, placedSymbol);
+ if (variableTextAnchors.empty()) {
+ auto placed = collisionIndex.placeFeature(textCollisionFeature, {},
+ posMatrix, textLabelPlaneMatrix, textPixelRatio,
+ placedSymbol, scale, fontSize,
+ bucket.layout.get<style::TextAllowOverlap>(),
+ pitchWithMap,
+ showCollisionBoxes, avoidEdges, collisionGroup.second);
+ placeText = placed.first;
+ offscreen &= placed.second;
+ } else if (!textCollisionFeature.alongLine && !textCollisionFeature.boxes.empty()) {
+ const CollisionBox& textBox = symbolInstance.textCollisionFeature.boxes[0];
+ const float width = textBox.x2 - textBox.x1;
+ const float height = textBox.y2 - textBox.y1;
+ const float textBoxScale = symbolInstance.textBoxScale;
+
+ // If this symbol was in the last placement, shift the previously used
+ // anchor to the front of the anchor list.
+ if (prevPlacement) {
+ auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
+ if (prevOffset != prevPlacement->variableOffsets.end() &&
+ variableTextAnchors.front() != prevOffset->second.anchor) {
+ std::vector<style::TextVariableAnchorType> filtered;
+ filtered.reserve(variableTextAnchors.size());
+ filtered.push_back(prevOffset->second.anchor);
+ for (auto anchor : variableTextAnchors) {
+ if (anchor != prevOffset->second.anchor) {
+ filtered.push_back(anchor);
}
- variableTextAnchors = std::move(filtered);
}
+ variableTextAnchors = std::move(filtered);
}
+ }
- for (auto anchor : variableTextAnchors) {
- Point<float> shift = calculateVariableLayoutOffset(anchor, width, height, symbolInstance.radialTextOffset, textBoxScale);
- if (rotateWithMap) {
- float angle = pitchWithMap ? state.getBearing() : -state.getBearing();
- shift = util::rotate(shift, angle);
- }
+ for (auto anchor : variableTextAnchors) {
+ Point<float> shift = calculateVariableLayoutOffset(anchor, width, height, symbolInstance.radialTextOffset, textBoxScale);
+ if (rotateWithMap) {
+ float angle = pitchWithMap ? state.getBearing() : -state.getBearing();
+ shift = util::rotate(shift, angle);
+ }
- auto placed = collisionIndex.placeFeature(textCollisionFeature, shift,
- posMatrix, mat4(), textPixelRatio,
- placedSymbol, scale, fontSize,
- bucket.layout.get<style::TextAllowOverlap>(),
- pitchWithMap,
- showCollisionBoxes, avoidEdges, collisionGroup.second);
-
- if (placed.first) {
- assert(symbolInstance.crossTileID != 0u);
- optional<style::TextVariableAnchorType> prevAnchor;
-
- // If this label was placed in the previous placement, record the anchor position
- // to allow us to animate the transition
- if (prevPlacement) {
- auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
- auto prevPlacements = prevPlacement->placements.find(symbolInstance.crossTileID);
- if (prevOffset != prevPlacement->variableOffsets.end() &&
- prevPlacements != prevPlacement->placements.end() &&
- prevPlacements->second.text) {
- prevAnchor = prevOffset->second.anchor;
- }
+ auto placed = collisionIndex.placeFeature(textCollisionFeature, shift,
+ posMatrix, mat4(), textPixelRatio,
+ placedSymbol, scale, fontSize,
+ bucket.layout.get<style::TextAllowOverlap>(),
+ pitchWithMap,
+ showCollisionBoxes, avoidEdges, collisionGroup.second);
+
+ if (placed.first) {
+ assert(symbolInstance.crossTileID != 0u);
+ optional<style::TextVariableAnchorType> prevAnchor;
+
+ // If this label was placed in the previous placement, record the anchor position
+ // to allow us to animate the transition
+ if (prevPlacement) {
+ auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
+ auto prevPlacements = prevPlacement->placements.find(symbolInstance.crossTileID);
+ if (prevOffset != prevPlacement->variableOffsets.end() &&
+ prevPlacements != prevPlacement->placements.end() &&
+ prevPlacements->second.text) {
+ prevAnchor = prevOffset->second.anchor;
}
-
- variableOffsets.insert(std::make_pair(symbolInstance.crossTileID, VariableOffset{
- symbolInstance.radialTextOffset,
- width,
- height,
- anchor,
- textBoxScale,
- prevAnchor
- }));
- markUsedJustification(bucket, anchor, symbolInstance);
-
- placeText = placed.first;
- offscreen &= placed.second;
- break;
}
+
+ variableOffsets.insert(std::make_pair(symbolInstance.crossTileID, VariableOffset{
+ symbolInstance.radialTextOffset,
+ width,
+ height,
+ anchor,
+ textBoxScale,
+ prevAnchor
+ }));
+ markUsedJustification(bucket, anchor, symbolInstance);
+
+ placeText = placed.first;
+ offscreen &= placed.second;
+ break;
}
+ }
- // If we didn't get placed, we still need to copy our position from the last placement for
- // fade animations
- if (prevPlacement && variableOffsets.find(symbolInstance.crossTileID) == variableOffsets.end()) {
- auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
- if (prevOffset != prevPlacement->variableOffsets.end()) {
- variableOffsets[symbolInstance.crossTileID] = prevOffset->second;
- markUsedJustification(bucket, prevOffset->second.anchor, symbolInstance);
- }
+ // If we didn't get placed, we still need to copy our position from the last placement for
+ // fade animations
+ if (prevPlacement && variableOffsets.find(symbolInstance.crossTileID) == variableOffsets.end()) {
+ auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
+ if (prevOffset != prevPlacement->variableOffsets.end()) {
+ variableOffsets[symbolInstance.crossTileID] = prevOffset->second;
+ markUsedJustification(bucket, prevOffset->second.anchor, symbolInstance);
}
}
}
+ }
- if (symbolInstance.placedIconIndex) {
- PlacedSymbol& placedSymbol = bucket.icon.placedSymbols.at(*symbolInstance.placedIconIndex);
- const float fontSize = evaluateSizeForFeature(partiallyEvaluatedIconSize, placedSymbol);
+ if (symbolInstance.placedIconIndex) {
+ PlacedSymbol& placedSymbol = bucket.icon.placedSymbols.at(*symbolInstance.placedIconIndex);
+ const float fontSize = evaluateSizeForFeature(partiallyEvaluatedIconSize, placedSymbol);
+
+ auto placed = collisionIndex.placeFeature(symbolInstance.iconCollisionFeature, {},
+ posMatrix, iconLabelPlaneMatrix, textPixelRatio,
+ placedSymbol, scale, fontSize,
+ bucket.layout.get<style::IconAllowOverlap>(),
+ pitchWithMap,
+ showCollisionBoxes, avoidEdges, collisionGroup.second);
+ placeIcon = placed.first;
+ offscreen &= placed.second;
+ }
- auto placed = collisionIndex.placeFeature(symbolInstance.iconCollisionFeature, {},
- posMatrix, iconLabelPlaneMatrix, textPixelRatio,
- placedSymbol, scale, fontSize,
- bucket.layout.get<style::IconAllowOverlap>(),
- pitchWithMap,
- showCollisionBoxes, avoidEdges, collisionGroup.second);
- placeIcon = placed.first;
- offscreen &= placed.second;
- }
+ const bool iconWithoutText = !symbolInstance.hasText || bucket.layout.get<style::TextOptional>();
+ const bool textWithoutIcon = !symbolInstance.hasIcon || bucket.layout.get<style::IconOptional>();
- const bool iconWithoutText = !symbolInstance.hasText || bucket.layout.get<style::TextOptional>();
- const bool textWithoutIcon = !symbolInstance.hasIcon || bucket.layout.get<style::IconOptional>();
+ // combine placements for icon and text
+ if (!iconWithoutText && !textWithoutIcon) {
+ placeText = placeIcon = placeText && placeIcon;
+ } else if (!textWithoutIcon) {
+ placeText = placeText && placeIcon;
+ } else if (!iconWithoutText) {
+ placeIcon = placeText && placeIcon;
+ }
- // combine placements for icon and text
- if (!iconWithoutText && !textWithoutIcon) {
- placeText = placeIcon = placeText && placeIcon;
- } else if (!textWithoutIcon) {
- placeText = placeText && placeIcon;
- } else if (!iconWithoutText) {
- placeIcon = placeText && placeIcon;
- }
+ if (placeText) {
+ collisionIndex.insertFeature(symbolInstance.textCollisionFeature, bucket.layout.get<style::TextIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
+ }
- if (placeText) {
- collisionIndex.insertFeature(symbolInstance.textCollisionFeature, bucket.layout.get<style::TextIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
- }
+ if (placeIcon) {
+ collisionIndex.insertFeature(symbolInstance.iconCollisionFeature, bucket.layout.get<style::IconIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
+ }
- if (placeIcon) {
- collisionIndex.insertFeature(symbolInstance.iconCollisionFeature, bucket.layout.get<style::IconIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
- }
+ assert(symbolInstance.crossTileID != 0);
- assert(symbolInstance.crossTileID != 0);
+ if (placements.find(symbolInstance.crossTileID) != placements.end()) {
+ // If there's a previous placement with this ID, it comes from a tile that's fading out
+ // Erase it so that the placement result from the non-fading tile supersedes it
+ placements.erase(symbolInstance.crossTileID);
+ }
+
+ placements.emplace(symbolInstance.crossTileID, JointPlacement(placeText || alwaysShowText, placeIcon || alwaysShowIcon, offscreen || bucket.justReloaded));
+ seenCrossTileIDs.insert(symbolInstance.crossTileID);
+ };
- if (placements.find(symbolInstance.crossTileID) != placements.end()) {
- // If there's a previous placement with this ID, it comes from a tile that's fading out
- // Erase it so that the placement result from the non-fading tile supersedes it
- placements.erase(symbolInstance.crossTileID);
- }
-
- placements.emplace(symbolInstance.crossTileID, JointPlacement(placeText || alwaysShowText, placeIcon || alwaysShowIcon, offscreen || bucket.justReloaded));
- seenCrossTileIDs.insert(symbolInstance.crossTileID);
+ if (zOrderByViewportY) {
+ const auto& sortedSymbols = bucket.getSortedSymbols(state.getBearing());
+ // Place in the reverse order than draw i.e., starting from the foreground elements.
+ for (auto it = sortedSymbols.rbegin(); it != sortedSymbols.rend(); ++it) {
+ placeSymbol(*it);
}
- }
+ } else {
+ for (SymbolInstance& symbol : bucket.symbolInstances) {
+ placeSymbol(symbol);
+ }
+ }
bucket.justReloaded = false;
}
@@ -398,9 +409,7 @@ void Placement::commit(TimePoint now) {
void Placement::updateLayerOpacities(const RenderLayerSymbolInterface& symbolInterface) {
std::set<uint32_t> seenCrossTileIDs;
for (const RenderTile& renderTile : symbolInterface.getRenderTiles()) {
- if (!renderTile.tile.isRenderable()) {
- continue;
- }
+ assert(renderTile.tile.isRenderable());
auto bucket = symbolInterface.getSymbolBucket(renderTile);
if (!bucket) {