summaryrefslogtreecommitdiff
path: root/src/mbgl/layout/symbol_projection.cpp
diff options
context:
space:
mode:
authorAnsis Brammanis <brammanis@gmail.com>2017-06-16 10:42:33 -0400
committerAnsis Brammanis <brammanis@gmail.com>2017-07-11 09:10:24 -0700
commite514138b691615be24f484986c40f486223df82a (patch)
tree4cab221d92f66feefd132818a700c47cc67ef245 /src/mbgl/layout/symbol_projection.cpp
parent77734cfe1b9e77a0058fa3e0db79e3c20a264165 (diff)
downloadqtlocation-mapboxgl-e514138b691615be24f484986c40f486223df82a.tar.gz
[core] improve legibility of labels that follow lines
port https://github.com/mapbox/mapbox-gl-js/pull/4781 This improves legibility of labels that follow lines in pitched views. The previous approach used the limited information in the shader to calculate put the glyph in approximatelyright place. The new approach does this more accurately by doing it on the cpu where we have access to the entire line geometry.
Diffstat (limited to 'src/mbgl/layout/symbol_projection.cpp')
-rw-r--r--src/mbgl/layout/symbol_projection.cpp266
1 files changed, 266 insertions, 0 deletions
diff --git a/src/mbgl/layout/symbol_projection.cpp b/src/mbgl/layout/symbol_projection.cpp
new file mode 100644
index 0000000000..99555f7997
--- /dev/null
+++ b/src/mbgl/layout/symbol_projection.cpp
@@ -0,0 +1,266 @@
+#include <mbgl/layout/symbol_projection.hpp>
+#include <mbgl/map/transform_state.hpp>
+#include <mbgl/renderer/render_tile.hpp>
+#include <mbgl/renderer/buckets/symbol_bucket.hpp>
+#include <mbgl/renderer/layers/render_symbol_layer.hpp>
+#include <mbgl/renderer/frame_history.hpp>
+#include <mbgl/util/optional.hpp>
+#include <mbgl/util/math.hpp>
+
+namespace mbgl {
+
+ /*
+ * # Overview of coordinate spaces
+ *
+ * ## Tile coordinate spaces
+ * Each label has an anchor. Some labels have corresponding line geometries.
+ * The points for both anchors and lines are stored in tile units. Each tile has it's own
+ * coordinate space going from (0, 0) at the top left to (EXTENT, EXTENT) at the bottom right.
+ *
+ * ## GL coordinate space
+ * At the end of everything, the vertex shader needs to produce a position in GL coordinate space,
+ * which is (-1, 1) at the top left and (1, -1) in the bottom right.
+ *
+ * ## Map pixel coordinate spaces
+ * Each tile has a pixel coordinate space. It's just the tile units scaled so that one unit is
+ * whatever counts as 1 pixel at the current zoom.
+ * This space is used for pitch-alignment=map, rotation-alignment=map
+ *
+ * ## Rotated map pixel coordinate spaces
+ * Like the above, but rotated so axis of the space are aligned with the viewport instead of the tile.
+ * This space is used for pitch-alignment=map, rotation-alignment=viewport
+ *
+ * ## Viewport pixel coordinate space
+ * (0, 0) is at the top left of the canvas and (pixelWidth, pixelHeight) is at the bottom right corner
+ * of the canvas. This space is used for pitch-alignment=viewport
+ *
+ *
+ * # Vertex projection
+ * It goes roughly like this:
+ * 1. project the anchor and line from tile units into the correct label coordinate space
+ * - map pixel space pitch-alignment=map rotation-alignment=map
+ * - rotated map pixel space pitch-alignment=map rotation-alignment=viewport
+ * - viewport pixel space pitch-alignment=viewport rotation-alignment=*
+ * 2. if the label follows a line, find the point along the line that is the correct distance from the anchor.
+ * 3. add the glyph's corner offset to the point from step 3
+ * 4. convert from the label coordinate space to gl coordinates
+ *
+ * For horizontal labels we want to do step 1 in the shader for performance reasons (no cpu work).
+ * This is what `u_label_plane_matrix` is used for.
+ * For labels aligned with lines we have to steps 1 and 2 on the cpu since we need access to the line geometry.
+ * This is what `updateLineLabels(...)` does.
+ * Since the conversion is handled on the cpu we just set `u_label_plane_matrix` to an identity matrix.
+ *
+ * Steps 3 and 4 are done in the shaders for all labels.
+ */
+
+ /*
+ * Returns a matrix for converting from tile units to the correct label coordinate space.
+ */
+ mat4 getLabelPlaneMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits) {
+ mat4 m;
+ matrix::identity(m);
+ if (pitchWithMap) {
+ matrix::scale(m, m, 1 / pixelsToTileUnits, 1 / pixelsToTileUnits, 1);
+ if (!rotateWithMap) {
+ matrix::rotate_z(m, m, state.getAngle());
+ }
+ } else {
+ matrix::scale(m, m, state.getSize().width / 2.0, -(state.getSize().height / 2.0), 1.0);
+ matrix::translate(m, m, 1, -1, 0);
+ matrix::multiply(m, m, posMatrix);
+ }
+ return m;
+ }
+
+ /*
+ * Returns a matrix for converting from the correct label coordinate space to gl coords.
+ */
+ mat4 getGlCoordMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits) {
+ mat4 m;
+ matrix::identity(m);
+ if (pitchWithMap) {
+ matrix::multiply(m, m, posMatrix);
+ matrix::scale(m, m, pixelsToTileUnits, pixelsToTileUnits, 1);
+ if (!rotateWithMap) {
+ matrix::rotate_z(m, m, -state.getAngle());
+ }
+ } else {
+ matrix::scale(m, m, 1, -1, 1);
+ matrix::translate(m, m, -1, -1, 0);
+ matrix::scale(m, m, 2.0 / state.getSize().width, 2.0 / state.getSize().height, 1.0);
+ }
+ return m;
+ }
+
+
+ Point<float> project(const Point<float>& point, const mat4& matrix) {
+ vec4 pos = {{ point.x, point.y, 0, 1 }};
+ matrix::transformMat4(pos, pos, matrix);
+ return { static_cast<float>(pos[0] / pos[3]), static_cast<float>(pos[1] / pos[3]) };
+ }
+
+ float evaluateSizeForFeature(const ZoomEvaluatedSize& zoomEvaluatedSize, const PlacedSymbol& placedSymbol) {
+ if (zoomEvaluatedSize.isFeatureConstant) {
+ return zoomEvaluatedSize.size;
+ } else {
+ if (zoomEvaluatedSize.isZoomConstant) {
+ return placedSymbol.lowerSize;
+ } else {
+ return placedSymbol.lowerSize + zoomEvaluatedSize.sizeT * (placedSymbol.upperSize - placedSymbol.lowerSize);
+ }
+ }
+ }
+
+ bool isVisible(const vec4& anchorPos, const float placementZoom, const std::array<double, 2>& clippingBuffer, const FrameHistory& frameHistory) {
+ const float x = anchorPos[0] / anchorPos[3];
+ const float y = anchorPos[1] / anchorPos[3];
+ const bool inPaddedViewport = (
+ x >= -clippingBuffer[0] &&
+ x <= clippingBuffer[0] &&
+ y >= -clippingBuffer[1] &&
+ y <= clippingBuffer[1]);
+ return inPaddedViewport && frameHistory.isVisible(placementZoom);
+ }
+
+ void addDynamicAttributes(const Point<float>& anchorPoint, const float angle, const float placementZoom,
+ gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray) {
+ auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(anchorPoint, angle, placementZoom);
+ dynamicVertexArray.emplace_back(dynamicVertex);
+ dynamicVertexArray.emplace_back(dynamicVertex);
+ dynamicVertexArray.emplace_back(dynamicVertex);
+ dynamicVertexArray.emplace_back(dynamicVertex);
+ }
+
+ void hideGlyphs(size_t numGlyphs, gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray) {
+ const Point<float> offscreenPoint = { -INFINITY, -INFINITY };
+ for (size_t i = 0; i < numGlyphs; i++) {
+ addDynamicAttributes(offscreenPoint, 0, 25, dynamicVertexArray);
+ }
+ }
+
+ struct PlacedGlyph {
+ PlacedGlyph(Point<float> point_, float angle_) : point(point_), angle(angle_) {}
+ Point<float> point;
+ float angle;
+ };
+
+ optional<PlacedGlyph> placeGlyphAlongLine(const float offsetX, const float lineOffsetX, const float lineOffsetY, const bool flip,
+ Point<float> anchorPoint, const uint16_t anchorSegment, const GeometryCoordinates& line, const mat4& labelPlaneMatrix) {
+
+ const float combinedOffsetX = flip ?
+ offsetX - lineOffsetX :
+ offsetX + lineOffsetX;
+
+ int16_t dir = combinedOffsetX > 0 ? 1 : -1;
+
+ float angle = 0.0;
+ if (flip) {
+ // The label needs to be flipped to keep text upright.
+ // Iterate in the reverse direction.
+ dir *= -1;
+ angle = M_PI;
+ }
+
+ if (dir < 0) angle += M_PI;
+
+ int32_t currentIndex = dir > 0 ? anchorSegment : anchorSegment + 1;
+
+ Point<float> current = anchorPoint;
+ Point<float> prev = anchorPoint;
+ float distanceToPrev = 0.0;
+ float currentSegmentDistance = 0.0;
+ const float absOffsetX = std::abs(combinedOffsetX);
+
+ while (distanceToPrev + currentSegmentDistance <= absOffsetX) {
+ currentIndex += dir;
+
+ // offset does not fit on the projected line
+ if (currentIndex < 0 || currentIndex >= static_cast<int32_t>(line.size())) return {};
+
+ prev = current;
+ current = project(convertPoint<float>(line.at(currentIndex)), labelPlaneMatrix);
+
+ distanceToPrev += currentSegmentDistance;
+ currentSegmentDistance = util::dist<float>(prev, current);
+ }
+
+ // The point is on the current segment. Interpolate to find it.
+ const float segmentInterpolationT = (absOffsetX - distanceToPrev) / currentSegmentDistance;
+ const Point<float> prevToCurrent = current - prev;
+ Point<float> p = (prevToCurrent * segmentInterpolationT) + prev;
+
+ // offset the point from the line to text-offset and icon-offset
+ p += util::perp(prevToCurrent) * static_cast<float>(lineOffsetY * dir / util::mag(prevToCurrent));
+
+ const float segmentAngle = angle + std::atan2(current.y - prev.y, current.x - prev.x);
+
+ return {{ p, segmentAngle }};
+ }
+
+ void placeGlyphsAlongLine(const PlacedSymbol& symbol, const float fontSize, const bool flip, const mat4& labelPlaneMatrix,
+ gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray) {
+ const float fontScale = fontSize / 24.0;
+ const float lineOffsetX = symbol.lineOffset[0] * fontSize;
+ const float lineOffsetY = symbol.lineOffset[1] * fontSize;
+
+ const Point<float> anchorPoint = project(symbol.anchorPoint, labelPlaneMatrix);
+
+ std::vector<PlacedGlyph> placedGlyphs;
+ for (auto glyphOffsetX : symbol.glyphOffsets) {
+ auto placedGlyph = placeGlyphAlongLine(glyphOffsetX * fontScale, lineOffsetX, lineOffsetY, flip, anchorPoint, symbol.segment, symbol.line, labelPlaneMatrix);
+ if (placedGlyph) {
+ placedGlyphs.push_back(*placedGlyph);
+ } else {
+ hideGlyphs(symbol.glyphOffsets.size(), dynamicVertexArray);
+ return;
+ }
+ }
+
+ for (auto& placedGlyph : placedGlyphs) {
+ addDynamicAttributes(placedGlyph.point, placedGlyph.angle, symbol.placementZoom, dynamicVertexArray);
+ }
+ }
+
+ void reprojectLineLabels(gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray, const std::vector<PlacedSymbol>& placedSymbols,
+ const mat4& posMatrix, const style::SymbolPropertyValues& values,
+ const RenderTile& tile, const SymbolSizeBinder& sizeBinder, const TransformState& state, const FrameHistory& frameHistory) {
+
+ const ZoomEvaluatedSize partiallyEvaluatedSize = sizeBinder.evaluateForZoom(state.getZoom());
+
+ const std::array<double, 2> clippingBuffer = {{ 256.0 / state.getSize().width * 2.0 + 1.0, 256.0 / state.getSize().height * 2.0 + 1.0 }};
+
+ const mat4 labelPlaneMatrix = getLabelPlaneMatrix(posMatrix, values.pitchAlignment == style::AlignmentType::Map,
+ values.rotationAlignment == style::AlignmentType::Map, state, tile.id.pixelsToTileUnits(1, state.getZoom()));
+
+ dynamicVertexArray.clear();
+
+ for (auto& placedSymbol : placedSymbols) {
+ vec4 anchorPos = {{ placedSymbol.anchorPoint.x, placedSymbol.anchorPoint.y, 0, 1 }};
+ matrix::transformMat4(anchorPos, anchorPos, posMatrix);
+
+ // Don't bother calculating the correct point for invisible labels.
+ if (!isVisible(anchorPos, placedSymbol.placementZoom, clippingBuffer, frameHistory)) {
+ hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray);
+ continue;
+ }
+
+ bool flip = false;
+ if (values.keepUpright) {
+ const Point<float> a = project(convertPoint<float>(placedSymbol.line.at(placedSymbol.segment)), posMatrix);
+ const Point<float> b = project(convertPoint<float>(placedSymbol.line.at(placedSymbol.segment + 1)), posMatrix);
+ flip = placedSymbol.useVerticalMode ? b.y > a.y : b.x < a.x;
+ }
+
+ const float cameraToAnchorDistance = anchorPos[3];
+ const float perspectiveRatio = 1 + 0.5 * ((cameraToAnchorDistance / state.getCameraToCenterDistance()) - 1.0);
+
+ const float fontSize = evaluateSizeForFeature(partiallyEvaluatedSize, placedSymbol);
+ const float pitchScaledFontSize = values.pitchAlignment == style::AlignmentType::Map ?
+ fontSize * perspectiveRatio :
+ fontSize / perspectiveRatio;
+
+ placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, flip, labelPlaneMatrix, dynamicVertexArray);
+ }
+ }
+} // end namespace mbgl