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authorChris Loer <chris.loer@gmail.com>2017-11-09 13:24:43 -0800
committerChris Loer <chris.loer@mapbox.com>2017-11-17 10:05:15 -0800
commitc0cb210ddca1901a956cd68e9142b7fb04183248 (patch)
tree7a6d5dc3d79720b930d5669d16d5912239fcc344 /src/mbgl/layout
parent9a5b2fdfc362e7041a10d5066161b51aedbb0a31 (diff)
downloadqtlocation-mapboxgl-c0cb210ddca1901a956cd68e9142b7fb04183248.tar.gz
[core] Switch from background to foreground placement
- Background placement code now just generates static symbol buffers - Don't render GeometryTiles until their symbols are loaded. This is necessary for the CrossTileSymbolIndex to successfully prevent flicker. - SymbolInstances are transferred to SymbolBucket for use on foreground during collision detection - Symbols are sorted on foreground by sorting their index buffer but leaving vertex buffers intact (only works within one segment) - Vertical glyphs are generated at same time as horizontal glyphs. `reprojectLineLabels` chooses which one to use at render time and hides the other. - Icons are now always represented with a single collision box, even if they're placed along a line (this means their rotation alignment may be wrong, but the approach of representing them with multiple collision boxes wasn't very accurate either). - Generate vertices for new debug collision boxes and collision circles - Only add symbols within tile boundaries (reduces work, avoids double-draw) - Update symbol_projection.cpp to support line label projection calls from CollisionIndex.
Diffstat (limited to 'src/mbgl/layout')
-rw-r--r--src/mbgl/layout/symbol_instance.cpp33
-rw-r--r--src/mbgl/layout/symbol_instance.hpp16
-rw-r--r--src/mbgl/layout/symbol_layout.cpp277
-rw-r--r--src/mbgl/layout/symbol_layout.hpp22
-rw-r--r--src/mbgl/layout/symbol_projection.cpp156
-rw-r--r--src/mbgl/layout/symbol_projection.hpp34
6 files changed, 315 insertions, 223 deletions
diff --git a/src/mbgl/layout/symbol_instance.cpp b/src/mbgl/layout/symbol_instance.cpp
index 02fb800df6..d0398fcd30 100644
--- a/src/mbgl/layout/symbol_instance.cpp
+++ b/src/mbgl/layout/symbol_instance.cpp
@@ -11,7 +11,6 @@ SymbolInstance::SymbolInstance(Anchor& anchor_,
optional<PositionedIcon> shapedIcon,
const SymbolLayoutProperties::Evaluated& layout,
const float layoutTextSize,
- const bool addToBuffers,
const uint32_t index_,
const float textBoxScale,
const float textPadding,
@@ -19,11 +18,12 @@ SymbolInstance::SymbolInstance(Anchor& anchor_,
const std::array<float, 2> textOffset_,
const float iconBoxScale,
const float iconPadding,
- const SymbolPlacementType iconPlacement,
const std::array<float, 2> iconOffset_,
const GlyphPositionMap& positions,
const IndexedSubfeature& indexedFeature,
- const std::size_t featureIndex_) :
+ const std::size_t featureIndex_,
+ const std::u16string& key_,
+ const float overscaling) :
anchor(anchor_),
line(line_),
index(index_),
@@ -31,25 +31,22 @@ SymbolInstance::SymbolInstance(Anchor& anchor_,
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),
+ textCollisionFeature(line_, anchor, shapedTextOrientations.first, textBoxScale, textPadding, textPlacement, indexedFeature, overscaling),
+ iconCollisionFeature(line_, anchor, shapedIcon, iconBoxScale, iconPadding, SymbolPlacementType::Point, indexedFeature),
featureIndex(featureIndex_),
textOffset(textOffset_),
- iconOffset(iconOffset_) {
+ iconOffset(iconOffset_),
+ key(key_) {
// Create the quads used for rendering the icon and glyphs.
- if (addToBuffers) {
- if (shapedIcon) {
- iconQuad = getIconQuad(*shapedIcon, layout, layoutTextSize, shapedTextOrientations.first);
- }
- if (shapedTextOrientations.first) {
- auto quads = getGlyphQuads(shapedTextOrientations.first, layout, textPlacement, positions);
- glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
- }
- if (shapedTextOrientations.second) {
- auto quads = getGlyphQuads(shapedTextOrientations.second, layout, textPlacement, positions);
- glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
- }
+ if (shapedIcon) {
+ iconQuad = getIconQuad(*shapedIcon, layout, layoutTextSize, shapedTextOrientations.first);
+ }
+ if (shapedTextOrientations.first) {
+ horizontalGlyphQuads = getGlyphQuads(shapedTextOrientations.first, layout, textPlacement, positions);
+ }
+ if (shapedTextOrientations.second) {
+ verticalGlyphQuads = getGlyphQuads(shapedTextOrientations.second, layout, textPlacement, positions);
}
if (shapedTextOrientations.first && shapedTextOrientations.second) {
diff --git a/src/mbgl/layout/symbol_instance.hpp b/src/mbgl/layout/symbol_instance.hpp
index f1df416cd1..827a5dbbdb 100644
--- a/src/mbgl/layout/symbol_instance.hpp
+++ b/src/mbgl/layout/symbol_instance.hpp
@@ -5,6 +5,7 @@
#include <mbgl/text/collision_feature.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
+
namespace mbgl {
class Anchor;
@@ -18,7 +19,6 @@ public:
optional<PositionedIcon> shapedIcon,
const style::SymbolLayoutProperties::Evaluated&,
const float layoutTextSize,
- const bool inside,
const uint32_t index,
const float textBoxScale,
const float textPadding,
@@ -26,18 +26,20 @@ public:
const std::array<float, 2> textOffset,
const float iconBoxScale,
const float iconPadding,
- style::SymbolPlacementType iconPlacement,
const std::array<float, 2> iconOffset,
const GlyphPositionMap&,
const IndexedSubfeature&,
- const std::size_t featureIndex);
+ const std::size_t featureIndex,
+ const std::u16string& key,
+ const float overscaling);
Anchor anchor;
GeometryCoordinates line;
uint32_t index;
bool hasText;
bool hasIcon;
- SymbolQuads glyphQuads;
+ SymbolQuads horizontalGlyphQuads;
+ SymbolQuads verticalGlyphQuads;
optional<SymbolQuad> iconQuad;
CollisionFeature textCollisionFeature;
CollisionFeature iconCollisionFeature;
@@ -45,6 +47,12 @@ public:
std::size_t featureIndex;
std::array<float, 2> textOffset;
std::array<float, 2> iconOffset;
+ std::u16string key;
+ bool isDuplicate;
+ optional<size_t> placedTextIndex;
+ optional<size_t> placedVerticalTextIndex;
+ optional<size_t> placedIconIndex;
+ uint32_t crossTileID = 0;
};
} // namespace mbgl
diff --git a/src/mbgl/layout/symbol_layout.cpp b/src/mbgl/layout/symbol_layout.cpp
index 2c90b69b08..09d8883544 100644
--- a/src/mbgl/layout/symbol_layout.cpp
+++ b/src/mbgl/layout/symbol_layout.cpp
@@ -8,7 +8,6 @@
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
#include <mbgl/text/get_anchors.hpp>
-#include <mbgl/text/collision_tile.hpp>
#include <mbgl/text/shaping.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/utf.hpp>
@@ -43,8 +42,8 @@ SymbolLayout::SymbolLayout(const BucketParameters& parameters,
std::unique_ptr<GeometryTileLayer> sourceLayer_,
ImageDependencies& imageDependencies,
GlyphDependencies& glyphDependencies)
- : sourceLayer(std::move(sourceLayer_)),
- bucketName(layers.at(0)->getID()),
+ : bucketName(layers.at(0)->getID()),
+ sourceLayer(std::move(sourceLayer_)),
overscaling(parameters.tileID.overscaleFactor()),
zoom(parameters.tileID.overscaledZ),
mode(parameters.mode),
@@ -179,7 +178,8 @@ bool SymbolLayout::hasSymbolInstances() const {
}
void SymbolLayout::prepare(const GlyphMap& glyphMap, const GlyphPositions& glyphPositions,
- const ImageMap& imageMap, const ImagePositions& imagePositions) {
+ const ImageMap& imageMap, const ImagePositions& imagePositions,
+ const OverscaledTileID& tileID, const std::string& sourceID) {
const bool textAlongLine = layout.get<TextRotationAlignment>() == AlignmentType::Map &&
layout.get<SymbolPlacement>() == SymbolPlacementType::Line;
@@ -248,7 +248,7 @@ void SymbolLayout::prepare(const GlyphMap& glyphMap, const GlyphPositions& glyph
// if either shapedText or icon position is present, add the feature
if (shapedTextOrientations.first || shapedIcon) {
- addFeature(std::distance(features.begin(), it), feature, shapedTextOrientations, shapedIcon, glyphPositionMap);
+ addFeature(std::distance(features.begin(), it), feature, shapedTextOrientations, shapedIcon, glyphPositionMap, tileID, sourceID);
}
feature.geometry.clear();
@@ -261,7 +261,9 @@ void SymbolLayout::addFeature(const std::size_t index,
const SymbolFeature& feature,
const std::pair<Shaping, Shaping>& shapedTextOrientations,
optional<PositionedIcon> shapedIcon,
- const GlyphPositionMap& glyphPositionMap) {
+ const GlyphPositionMap& glyphPositionMap,
+ const OverscaledTileID& tileID,
+ const std::string& sourceID) {
const float minScale = 0.5f;
const float glyphSize = 24.0f;
@@ -288,12 +290,10 @@ void SymbolLayout::addFeature(const std::size_t index,
const SymbolPlacementType textPlacement = layout.get<TextRotationAlignment>() != AlignmentType::Map
? SymbolPlacementType::Point
: layout.get<SymbolPlacement>();
- const SymbolPlacementType iconPlacement = layout.get<IconRotationAlignment>() != AlignmentType::Map
- ? SymbolPlacementType::Point
- : layout.get<SymbolPlacement>();
+
const float textRepeatDistance = symbolSpacing / 2;
- IndexedSubfeature indexedFeature = { feature.index, sourceLayer->getName(), bucketName,
- symbolInstances.size() };
+ IndexedSubfeature indexedFeature(feature.index, sourceLayer->getName(), bucketName, symbolInstances.size(),
+ sourceID, tileID.canonical.z, tileID.canonical.x, tileID.canonical.y);
auto addSymbolInstance = [&] (const GeometryCoordinates& line, Anchor& anchor) {
// https://github.com/mapbox/vector-tile-spec/tree/master/2.1#41-layers
@@ -314,14 +314,16 @@ void SymbolLayout::addFeature(const std::size_t index,
if (avoidEdges && !inside) return;
- const bool addToBuffers = mode == MapMode::Still || withinPlus0;
-
- symbolInstances.emplace_back(anchor, line, shapedTextOrientations, shapedIcon,
- layout.evaluate(zoom, feature), layoutTextSize,
- addToBuffers, symbolInstances.size(),
- textBoxScale, textPadding, textPlacement, textOffset,
- iconBoxScale, iconPadding, iconPlacement, iconOffset,
- glyphPositionMap, indexedFeature, index);
+ // TODO set this to make api-gl work
+ const bool singleTileMode = false && mode == MapMode::Still;
+ if (singleTileMode || withinPlus0) {
+ symbolInstances.emplace_back(anchor, line, shapedTextOrientations, shapedIcon,
+ layout.evaluate(zoom, feature), layoutTextSize,
+ symbolInstances.size(),
+ textBoxScale, textPadding, textPlacement, textOffset,
+ iconBoxScale, iconPadding, iconOffset,
+ glyphPositionMap, indexedFeature, index, feature.text ? *feature.text : std::u16string{}, overscaling);
+ }
};
const auto& type = feature.getType();
@@ -392,108 +394,93 @@ bool SymbolLayout::anchorIsTooClose(const std::u16string& text, const float repe
return false;
}
-std::unique_ptr<SymbolBucket> SymbolLayout::place(CollisionTile& collisionTile) {
- auto bucket = std::make_unique<SymbolBucket>(layout, layerPaintProperties, textSize, iconSize, zoom, sdfIcons, iconsNeedLinear);
-
- // Calculate which labels can be shown and when they can be shown and
- // create the bufers used for rendering.
-
- const SymbolPlacementType textPlacement = layout.get<TextRotationAlignment>() != AlignmentType::Map
- ? SymbolPlacementType::Point
- : layout.get<SymbolPlacement>();
- const SymbolPlacementType iconPlacement = layout.get<IconRotationAlignment>() != AlignmentType::Map
- ? SymbolPlacementType::Point
- : layout.get<SymbolPlacement>();
+// Analog of `addToLineVertexArray` in JS. This version doesn't need to build up a line array like the
+// JS version does, but it uses the same logic to calculate tile distances.
+std::vector<float> CalculateTileDistances(const GeometryCoordinates& line, const Anchor& anchor) {
+ std::vector<float> tileDistances(line.size());
+ if (anchor.segment != -1) {
+ auto sumForwardLength = util::dist<float>(anchor.point, line[anchor.segment + 1]);
+ auto sumBackwardLength = util::dist<float>(anchor.point, line[anchor.segment]);
+ for (size_t i = anchor.segment + 1; i < line.size(); i++) {
+ tileDistances[i] = sumForwardLength;
+ if (i < line.size() - 1) {
+ sumForwardLength += util::dist<float>(line[i + 1], line[i]);
+ }
+ }
+ for (auto i = anchor.segment; i >= 0; i--) {
+ tileDistances[i] = sumBackwardLength;
+ if (i > 0) {
+ sumBackwardLength += util::dist<float>(line[i - 1], line[i]);
+ }
+ }
+ }
+ return tileDistances;
+}
+std::unique_ptr<SymbolBucket> SymbolLayout::place(const bool showCollisionBoxes) {
const bool mayOverlap = layout.get<TextAllowOverlap>() || layout.get<IconAllowOverlap>() ||
layout.get<TextIgnorePlacement>() || layout.get<IconIgnorePlacement>();
+
+ auto bucket = std::make_unique<SymbolBucket>(layout, layerPaintProperties, textSize, iconSize, zoom, sdfIcons, iconsNeedLinear, mayOverlap, std::move(symbolInstances));
- const bool keepUpright = layout.get<TextKeepUpright>();
-
- // Sort symbols by their y position on the canvas so that they lower symbols
- // are drawn on top of higher symbols.
- // Don't sort symbols that won't overlap because it isn't necessary and
- // because it causes more labels to pop in and out when rotating.
- if (mayOverlap) {
- const float sin = std::sin(collisionTile.config.angle);
- const float cos = std::cos(collisionTile.config.angle);
-
- std::sort(symbolInstances.begin(), symbolInstances.end(), [sin, cos](SymbolInstance &a, SymbolInstance &b) {
- const int32_t aRotated = sin * a.anchor.point.x + cos * a.anchor.point.y;
- const int32_t bRotated = sin * b.anchor.point.x + cos * b.anchor.point.y;
- return aRotated != bRotated ?
- aRotated < bRotated :
- a.index > b.index;
- });
- }
-
- for (SymbolInstance &symbolInstance : symbolInstances) {
+ for (SymbolInstance &symbolInstance : bucket->symbolInstances) {
const bool hasText = symbolInstance.hasText;
const bool hasIcon = symbolInstance.hasIcon;
- const bool iconWithoutText = layout.get<TextOptional>() || !hasText;
- const bool textWithoutIcon = layout.get<IconOptional>() || !hasIcon;
-
- // Calculate the scales at which the text and icon can be placed without collision.
-
- float glyphScale = hasText ?
- collisionTile.placeFeature(symbolInstance.textCollisionFeature,
- layout.get<TextAllowOverlap>(), layout.get<SymbolAvoidEdges>()) :
- collisionTile.minScale;
- float iconScale = hasIcon ?
- collisionTile.placeFeature(symbolInstance.iconCollisionFeature,
- layout.get<IconAllowOverlap>(), layout.get<SymbolAvoidEdges>()) :
- collisionTile.minScale;
-
-
- // Combine the scales for icons and text.
-
- if (!iconWithoutText && !textWithoutIcon) {
- iconScale = glyphScale = util::max(iconScale, glyphScale);
- } else if (!textWithoutIcon && glyphScale) {
- glyphScale = util::max(iconScale, glyphScale);
- } else if (!iconWithoutText && iconScale) {
- iconScale = util::max(iconScale, glyphScale);
- }
-
const auto& feature = features.at(symbolInstance.featureIndex);
// Insert final placement into collision tree and add glyphs/icons to buffers
if (hasText) {
- const float placementZoom = util::max(util::log2(glyphScale) + zoom, 0.0f);
- collisionTile.insertFeature(symbolInstance.textCollisionFeature, glyphScale, layout.get<TextIgnorePlacement>());
- if (glyphScale < collisionTile.maxScale) {
-
- const float labelAngle = std::fmod((symbolInstance.anchor.angle + collisionTile.config.angle) + 2 * M_PI, 2 * M_PI);
- const bool inVerticalRange = (
- (labelAngle > M_PI * 1.0 / 4.0 && labelAngle <= M_PI * 3.0 / 4) ||
- (labelAngle > M_PI * 5.0 / 4.0 && labelAngle <= M_PI * 7.0 / 4));
- const bool useVerticalMode = symbolInstance.writingModes & WritingModeType::Vertical && inVerticalRange;
-
- const Range<float> sizeData = bucket->textSizeBinder->getVertexSizeData(feature);
+ const Range<float> sizeData = bucket->textSizeBinder->getVertexSizeData(feature);
+ bucket->text.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
+ symbolInstance.textOffset, symbolInstance.writingModes, symbolInstance.line, CalculateTileDistances(symbolInstance.line, symbolInstance.anchor));
+ symbolInstance.placedTextIndex = bucket->text.placedSymbols.size() - 1;
+ PlacedSymbol& horizontalSymbol = bucket->text.placedSymbols.back();
+
+ bool firstHorizontal = true;
+ for (const auto& symbol : symbolInstance.horizontalGlyphQuads) {
+ size_t index = addSymbol(
+ bucket->text, sizeData, symbol,
+ symbolInstance.anchor, horizontalSymbol);
+ if (firstHorizontal) {
+ horizontalSymbol.vertexStartIndex = index;
+ firstHorizontal = false;
+ }
+ }
+
+ if (symbolInstance.writingModes & WritingModeType::Vertical) {
bucket->text.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
- symbolInstance.textOffset, placementZoom, useVerticalMode, symbolInstance.line);
-
- for (const auto& symbol : symbolInstance.glyphQuads) {
- addSymbol(
- bucket->text, sizeData, symbol, placementZoom,
- keepUpright, textPlacement, symbolInstance.anchor, bucket->text.placedSymbols.back());
+ symbolInstance.textOffset, WritingModeType::Vertical, symbolInstance.line, CalculateTileDistances(symbolInstance.line, symbolInstance.anchor));
+ symbolInstance.placedVerticalTextIndex = bucket->text.placedSymbols.size() - 1;
+
+ PlacedSymbol& verticalSymbol = bucket->text.placedSymbols.back();
+ bool firstVertical = true;
+
+ for (const auto& symbol : symbolInstance.verticalGlyphQuads) {
+ size_t index = addSymbol(
+ bucket->text, sizeData, symbol,
+ symbolInstance.anchor, verticalSymbol);
+
+ if (firstVertical) {
+ verticalSymbol.vertexStartIndex = index;
+ firstVertical = false;
+ }
}
}
}
if (hasIcon) {
- const float placementZoom = util::max(util::log2(iconScale) + zoom, 0.0f);
- collisionTile.insertFeature(symbolInstance.iconCollisionFeature, iconScale, layout.get<IconIgnorePlacement>());
- if (iconScale < collisionTile.maxScale && symbolInstance.iconQuad) {
+ if (symbolInstance.iconQuad) {
const Range<float> sizeData = bucket->iconSizeBinder->getVertexSizeData(feature);
bucket->icon.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
- symbolInstance.iconOffset, placementZoom, false, symbolInstance.line);
- addSymbol(
- bucket->icon, sizeData, *symbolInstance.iconQuad, placementZoom,
- keepUpright, iconPlacement, symbolInstance.anchor, bucket->icon.placedSymbols.back());
+ symbolInstance.iconOffset, WritingModeType::None, symbolInstance.line, std::vector<float>());
+ symbolInstance.placedIconIndex = bucket->icon.placedSymbols.size() - 1;
+ PlacedSymbol& iconSymbol = bucket->icon.placedSymbols.back();
+ iconSymbol.vertexStartIndex = addSymbol(
+ bucket->icon, sizeData, *symbolInstance.iconQuad,
+ symbolInstance.anchor, iconSymbol);
}
}
@@ -503,20 +490,17 @@ std::unique_ptr<SymbolBucket> SymbolLayout::place(CollisionTile& collisionTile)
}
}
- if (collisionTile.config.debug) {
- addToDebugBuffers(collisionTile, *bucket);
+ if (showCollisionBoxes) {
+ addToDebugBuffers(*bucket);
}
return bucket;
}
template <typename Buffer>
-void SymbolLayout::addSymbol(Buffer& buffer,
+size_t SymbolLayout::addSymbol(Buffer& buffer,
const Range<float> sizeData,
const SymbolQuad& symbol,
- const float placementZoom,
- const bool keepUpright,
- const style::SymbolPlacementType placement,
const Anchor& labelAnchor,
PlacedSymbol& placedSymbol) {
constexpr const uint16_t vertexLength = 4;
@@ -527,11 +511,6 @@ void SymbolLayout::addSymbol(Buffer& buffer,
const auto &br = symbol.br;
const auto &tex = symbol.tex;
- if (placement == style::SymbolPlacementType::Line && keepUpright) {
- // drop incorrectly oriented glyphs
- if ((symbol.writingMode == WritingModeType::Vertical) != placedSymbol.useVerticalMode) return;
- }
-
if (buffer.segments.empty() || buffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
buffer.segments.emplace_back(buffer.vertices.vertexSize(), buffer.triangles.indexSize());
}
@@ -548,11 +527,19 @@ void SymbolLayout::addSymbol(Buffer& buffer,
buffer.vertices.emplace_back(SymbolLayoutAttributes::vertex(labelAnchor.point, bl, symbol.glyphOffset.y, tex.x, tex.y + tex.h, sizeData));
buffer.vertices.emplace_back(SymbolLayoutAttributes::vertex(labelAnchor.point, br, symbol.glyphOffset.y, tex.x + tex.w, tex.y + tex.h, sizeData));
- auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(labelAnchor.point, 0, placementZoom);
+ // Dynamic/Opacity vertices are initialized so that the vertex count always agrees with
+ // the layout vertex buffer, but they will always be updated before rendering happens
+ auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(labelAnchor.point, 0);
buffer.dynamicVertices.emplace_back(dynamicVertex);
buffer.dynamicVertices.emplace_back(dynamicVertex);
buffer.dynamicVertices.emplace_back(dynamicVertex);
buffer.dynamicVertices.emplace_back(dynamicVertex);
+
+ auto opacityVertex = SymbolOpacityAttributes::vertex(1.0, 1.0);
+ buffer.opacityVertices.emplace_back(opacityVertex);
+ buffer.opacityVertices.emplace_back(opacityVertex);
+ buffer.opacityVertices.emplace_back(opacityVertex);
+ buffer.opacityVertices.emplace_back(opacityVertex);
// add the two triangles, referencing the four coordinates we just inserted.
buffer.triangles.emplace_back(index + 0, index + 1, index + 2);
@@ -562,54 +549,62 @@ void SymbolLayout::addSymbol(Buffer& buffer,
segment.indexLength += 6;
placedSymbol.glyphOffsets.push_back(symbol.glyphOffset.x);
+
+ return index;
}
-void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket& bucket) {
+void SymbolLayout::addToDebugBuffers(SymbolBucket& bucket) {
if (!hasSymbolInstances()) {
return;
}
- const float yStretch = collisionTile.yStretch;
-
- auto& collisionBox = bucket.collisionBox;
-
for (const SymbolInstance &symbolInstance : symbolInstances) {
auto populateCollisionBox = [&](const auto& feature) {
+ SymbolBucket::CollisionBuffer& collisionBuffer = feature.alongLine ?
+ static_cast<SymbolBucket::CollisionBuffer&>(bucket.collisionCircle) :
+ static_cast<SymbolBucket::CollisionBuffer&>(bucket.collisionBox);
for (const CollisionBox &box : feature.boxes) {
auto& anchor = box.anchor;
- Point<float> tl{box.x1, box.y1 * yStretch};
- Point<float> tr{box.x2, box.y1 * yStretch};
- Point<float> bl{box.x1, box.y2 * yStretch};
- Point<float> br{box.x2, box.y2 * yStretch};
- tl = util::matrixMultiply(collisionTile.reverseRotationMatrix, tl);
- tr = util::matrixMultiply(collisionTile.reverseRotationMatrix, tr);
- bl = util::matrixMultiply(collisionTile.reverseRotationMatrix, bl);
- br = util::matrixMultiply(collisionTile.reverseRotationMatrix, br);
-
- const float maxZoom = util::clamp(zoom + util::log2(box.maxScale), util::MIN_ZOOM_F, util::MAX_ZOOM_F);
- const float placementZoom = util::clamp(zoom + util::log2(box.placementScale), util::MIN_ZOOM_F, util::MAX_ZOOM_F);
+ Point<float> tl{box.x1, box.y1};
+ Point<float> tr{box.x2, box.y1};
+ Point<float> bl{box.x1, box.y2};
+ Point<float> br{box.x2, box.y2};
static constexpr std::size_t vertexLength = 4;
- static constexpr std::size_t indexLength = 8;
+ const std::size_t indexLength = feature.alongLine ? 6 : 8;
- if (collisionBox.segments.empty() || collisionBox.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
- collisionBox.segments.emplace_back(collisionBox.vertices.vertexSize(), collisionBox.lines.indexSize());
+ if (collisionBuffer.segments.empty() || collisionBuffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
+ collisionBuffer.segments.emplace_back(collisionBuffer.vertices.vertexSize(),
+ feature.alongLine? bucket.collisionCircle.triangles.indexSize() : bucket.collisionBox.lines.indexSize());
}
- auto& segment = collisionBox.segments.back();
+ auto& segment = collisionBuffer.segments.back();
uint16_t index = segment.vertexLength;
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, tl, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, tr, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, br, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, bl, maxZoom, placementZoom));
-
- collisionBox.lines.emplace_back(index + 0, index + 1);
- collisionBox.lines.emplace_back(index + 1, index + 2);
- collisionBox.lines.emplace_back(index + 2, index + 3);
- collisionBox.lines.emplace_back(index + 3, index + 0);
+ collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, tl));
+ collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, tr));
+ collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, br));
+ collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, bl));
+
+ // Dynamic vertices are initialized so that the vertex count always agrees with
+ // the layout vertex buffer, but they will always be updated before rendering happens
+ auto dynamicVertex = CollisionBoxDynamicAttributes::vertex(false, false);
+ collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
+ collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
+ collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
+ collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
+
+ if (feature.alongLine) {
+ bucket.collisionCircle.triangles.emplace_back(index, index + 1, index + 2);
+ bucket.collisionCircle.triangles.emplace_back(index, index + 2, index + 3);
+ } else {
+ bucket.collisionBox.lines.emplace_back(index + 0, index + 1);
+ bucket.collisionBox.lines.emplace_back(index + 1, index + 2);
+ bucket.collisionBox.lines.emplace_back(index + 2, index + 3);
+ bucket.collisionBox.lines.emplace_back(index + 3, index + 0);
+ }
segment.vertexLength += vertexLength;
segment.indexLength += indexLength;
diff --git a/src/mbgl/layout/symbol_layout.hpp b/src/mbgl/layout/symbol_layout.hpp
index 90f5b3c91d..6951c29ada 100644
--- a/src/mbgl/layout/symbol_layout.hpp
+++ b/src/mbgl/layout/symbol_layout.hpp
@@ -16,7 +16,6 @@
namespace mbgl {
class BucketParameters;
-class CollisionTile;
class SymbolBucket;
class Anchor;
class RenderLayer;
@@ -35,42 +34,44 @@ public:
GlyphDependencies&);
void prepare(const GlyphMap&, const GlyphPositions&,
- const ImageMap&, const ImagePositions&);
+ const ImageMap&, const ImagePositions&,
+ const OverscaledTileID&, const std::string&);
- std::unique_ptr<SymbolBucket> place(CollisionTile&);
+ std::unique_ptr<SymbolBucket> place(const bool showCollisionBoxes);
bool hasSymbolInstances() const;
std::map<std::string,
std::pair<style::IconPaintProperties::PossiblyEvaluated, style::TextPaintProperties::PossiblyEvaluated>> layerPaintProperties;
+ const std::string bucketName;
+ std::vector<SymbolInstance> symbolInstances;
+
private:
void addFeature(const size_t,
const SymbolFeature&,
const std::pair<Shaping, Shaping>& shapedTextOrientations,
optional<PositionedIcon> shapedIcon,
- const GlyphPositionMap&);
+ const GlyphPositionMap&,
+ const OverscaledTileID&,
+ const std::string&);
bool anchorIsTooClose(const std::u16string& text, const float repeatDistance, const Anchor&);
std::map<std::u16string, std::vector<Anchor>> compareText;
- void addToDebugBuffers(CollisionTile&, SymbolBucket&);
+ void addToDebugBuffers(SymbolBucket&);
// Adds placed items to the buffer.
template <typename Buffer>
- void addSymbol(Buffer&,
+ size_t addSymbol(Buffer&,
const Range<float> sizeData,
const SymbolQuad&,
- float scale,
- const bool keepUpright,
- const style::SymbolPlacementType,
const Anchor& labelAnchor,
PlacedSymbol& placedSymbol);
// Stores the layer so that we can hold on to GeometryTileFeature instances in SymbolFeature,
// which may reference data from this object.
const std::unique_ptr<GeometryTileLayer> sourceLayer;
- const std::string bucketName;
const float overscaling;
const float zoom;
const MapMode mode;
@@ -87,7 +88,6 @@ private:
style::TextSize::UnevaluatedType textSize;
style::IconSize::UnevaluatedType iconSize;
- std::vector<SymbolInstance> symbolInstances;
std::vector<SymbolFeature> features;
BiDi bidi; // Consider moving this up to geometry tile worker to reduce reinstantiation costs; use of BiDi/ubiditransform object must be constrained to one thread
diff --git a/src/mbgl/layout/symbol_projection.cpp b/src/mbgl/layout/symbol_projection.cpp
index 279d251f8f..b8c399d857 100644
--- a/src/mbgl/layout/symbol_projection.cpp
+++ b/src/mbgl/layout/symbol_projection.cpp
@@ -3,7 +3,6 @@
#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>
@@ -93,9 +92,6 @@ namespace mbgl {
return m;
}
-
- typedef std::pair<Point<float>,float> PointAndCameraDistance;
-
PointAndCameraDistance project(const Point<float>& point, const mat4& matrix) {
vec4 pos = {{ point.x, point.y, 0, 1 }};
matrix::transformMat4(pos, pos, matrix);
@@ -114,7 +110,7 @@ namespace mbgl {
}
}
- bool isVisible(const vec4& anchorPos, const float placementZoom, const std::array<double, 2>& clippingBuffer, const FrameHistory& frameHistory) {
+ bool isVisible(const vec4& anchorPos, const std::array<double, 2>& clippingBuffer) {
const float x = anchorPos[0] / anchorPos[3];
const float y = anchorPos[1] / anchorPos[3];
const bool inPaddedViewport = (
@@ -122,12 +118,12 @@ namespace mbgl {
x <= clippingBuffer[0] &&
y >= -clippingBuffer[1] &&
y <= clippingBuffer[1]);
- return inPaddedViewport && frameHistory.isVisible(placementZoom);
+ return inPaddedViewport;
}
- void addDynamicAttributes(const Point<float>& anchorPoint, const float angle, const float placementZoom,
+ void addDynamicAttributes(const Point<float>& anchorPoint, const float angle,
gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray) {
- auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(anchorPoint, angle, placementZoom);
+ auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(anchorPoint, angle);
dynamicVertexArray.emplace_back(dynamicVertex);
dynamicVertexArray.emplace_back(dynamicVertex);
dynamicVertexArray.emplace_back(dynamicVertex);
@@ -137,20 +133,15 @@ namespace mbgl {
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);
+ addDynamicAttributes(offscreenPoint, 0, dynamicVertexArray);
}
}
- struct PlacedGlyph {
- PlacedGlyph(Point<float> point_, float angle_) : point(point_), angle(angle_) {}
- Point<float> point;
- float angle;
- };
-
enum PlacementResult {
OK,
NotEnoughRoom,
- NeedsFlipping
+ NeedsFlipping,
+ UseVertical
};
Point<float> projectTruncatedLineSegment(const Point<float>& previousTilePoint, const Point<float>& currentTilePoint, const Point<float>& previousProjectedPoint, const float minimumLength, const mat4& projectionMatrix) {
@@ -165,7 +156,7 @@ namespace mbgl {
}
optional<PlacedGlyph> placeGlyphAlongLine(const float offsetX, const float lineOffsetX, const float lineOffsetY, const bool flip,
- const Point<float>& projectedAnchorPoint, const Point<float>& tileAnchorPoint, const uint16_t anchorSegment, const GeometryCoordinates& line, const mat4& labelPlaneMatrix) {
+ const Point<float>& projectedAnchorPoint, const Point<float>& tileAnchorPoint, const uint16_t anchorSegment, const GeometryCoordinates& line, const std::vector<float>& tileDistances, const mat4& labelPlaneMatrix, const bool returnTileDistance) {
const float combinedOffsetX = flip ?
offsetX - lineOffsetX :
@@ -185,6 +176,7 @@ namespace mbgl {
int32_t currentIndex = dir > 0 ? anchorSegment : anchorSegment + 1;
+ const int32_t initialIndex = currentIndex;
Point<float> current = projectedAnchorPoint;
Point<float> prev = projectedAnchorPoint;
float distanceToPrev = 0.0;
@@ -195,7 +187,9 @@ namespace mbgl {
currentIndex += dir;
// offset does not fit on the projected line
- if (currentIndex < 0 || currentIndex >= static_cast<int32_t>(line.size())) return {};
+ if (currentIndex < 0 || currentIndex >= static_cast<int32_t>(line.size())) {
+ return {};
+ }
prev = current;
PointAndCameraDistance projection = project(convertPoint<float>(line.at(currentIndex)), labelPlaneMatrix);
@@ -225,7 +219,62 @@ namespace mbgl {
const float segmentAngle = angle + std::atan2(current.y - prev.y, current.x - prev.x);
- return {{ p, segmentAngle }};
+ return {{
+ p,
+ segmentAngle,
+ returnTileDistance ?
+ TileDistance(
+ (currentIndex - dir) == initialIndex ? 0 : tileDistances[currentIndex - dir],
+ absOffsetX - distanceToPrev
+ ) :
+ optional<TileDistance>()
+ }};
+ }
+
+ optional<std::pair<PlacedGlyph, PlacedGlyph>> placeFirstAndLastGlyph(const float fontScale,
+ const float lineOffsetX,
+ const float lineOffsetY,
+ const bool flip,
+ const Point<float>& anchorPoint,
+ const Point<float>& tileAnchorPoint,
+ const PlacedSymbol& symbol,
+ const mat4& labelPlaneMatrix,
+ const bool returnTileDistance) {
+
+ const float firstGlyphOffset = symbol.glyphOffsets.front();
+ const float lastGlyphOffset = symbol.glyphOffsets.back();;
+
+ optional<PlacedGlyph> firstPlacedGlyph = placeGlyphAlongLine(fontScale * firstGlyphOffset, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol.segment, symbol.line, symbol.tileDistances, labelPlaneMatrix, returnTileDistance);
+ if (!firstPlacedGlyph)
+ return optional<std::pair<PlacedGlyph, PlacedGlyph>>();
+
+ optional<PlacedGlyph> lastPlacedGlyph = placeGlyphAlongLine(fontScale * lastGlyphOffset, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol.segment, symbol.line, symbol.tileDistances, labelPlaneMatrix, returnTileDistance);
+ if (!lastPlacedGlyph)
+ return optional<std::pair<PlacedGlyph, PlacedGlyph>>();
+
+ return std::make_pair(*firstPlacedGlyph, *lastPlacedGlyph);
+ }
+
+ optional<PlacementResult> requiresOrientationChange(const WritingModeType writingModes, const Point<float>& firstPoint, const Point<float>& lastPoint, const float aspectRatio) {
+ if (writingModes == (WritingModeType::Horizontal | WritingModeType::Vertical)) {
+ // On top of choosing whether to flip, choose whether to render this version of the glyphs or the alternate
+ // vertical glyphs. We can't just filter out vertical glyphs in the horizontal range because the horizontal
+ // and vertical versions can have slightly different projections which could lead to angles where both or
+ // neither showed.
+ auto rise = std::abs(lastPoint.y - firstPoint.y);
+ auto run = std::abs(lastPoint.x - firstPoint.x) * aspectRatio;
+ if (rise > run) {
+ return PlacementResult::UseVertical;
+ }
+ }
+
+ if ((writingModes == WritingModeType::Vertical) ?
+ (firstPoint.y < lastPoint.y) :
+ (firstPoint.x > lastPoint.x)) {
+ // Includes "horizontalOnly" case for labels without vertical glyphs
+ return PlacementResult::NeedsFlipping;
+ }
+ return {};
}
PlacementResult placeGlyphsAlongLine(const PlacedSymbol& symbol,
@@ -236,7 +285,8 @@ namespace mbgl {
const mat4& labelPlaneMatrix,
const mat4& glCoordMatrix,
gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray,
- const Point<float>& projectedAnchorPoint) {
+ const Point<float>& projectedAnchorPoint,
+ const float aspectRatio) {
const float fontScale = fontSize / 24.0;
const float lineOffsetX = symbol.lineOffset[0] * fontSize;
const float lineOffsetY = symbol.lineOffset[1] * fontSize;
@@ -244,33 +294,30 @@ namespace mbgl {
std::vector<PlacedGlyph> placedGlyphs;
if (symbol.glyphOffsets.size() > 1) {
- const float firstGlyphOffset = symbol.glyphOffsets.front();
- const float lastGlyphOffset = symbol.glyphOffsets.back();
-
- optional<PlacedGlyph> firstPlacedGlyph = placeGlyphAlongLine(fontScale * firstGlyphOffset, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol.segment, symbol.line, labelPlaneMatrix);
- if (!firstPlacedGlyph)
- return PlacementResult::NotEnoughRoom;
-
- optional<PlacedGlyph> lastPlacedGlyph = placeGlyphAlongLine(fontScale * lastGlyphOffset, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol.segment, symbol.line, labelPlaneMatrix);
- if (!lastPlacedGlyph)
+ const optional<std::pair<PlacedGlyph,PlacedGlyph>> firstAndLastGlyph =
+ placeFirstAndLastGlyph(fontScale, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol, labelPlaneMatrix, false);
+ if (!firstAndLastGlyph) {
return PlacementResult::NotEnoughRoom;
+ }
- const Point<float> firstPoint = project(firstPlacedGlyph->point, glCoordMatrix).first;
- const Point<float> lastPoint = project(lastPlacedGlyph->point, glCoordMatrix).first;
+ const Point<float> firstPoint = project(firstAndLastGlyph->first.point, glCoordMatrix).first;
+ const Point<float> lastPoint = project(firstAndLastGlyph->second.point, glCoordMatrix).first;
- if (keepUpright && !flip &&
- (symbol.useVerticalMode ? firstPoint.y < lastPoint.y : firstPoint.x > lastPoint.x)) {
- return PlacementResult::NeedsFlipping;
+ if (keepUpright && !flip) {
+ auto orientationChange = requiresOrientationChange(symbol.writingModes, firstPoint, lastPoint, aspectRatio);
+ if (orientationChange) {
+ return *orientationChange;
+ }
}
- placedGlyphs.push_back(*firstPlacedGlyph);
+ placedGlyphs.push_back(firstAndLastGlyph->first);
for (size_t glyphIndex = 1; glyphIndex < symbol.glyphOffsets.size() - 1; glyphIndex++) {
const float glyphOffsetX = symbol.glyphOffsets[glyphIndex];
// Since first and last glyph fit on the line, we're sure that the rest of the glyphs can be placed
- auto placedGlyph = placeGlyphAlongLine(glyphOffsetX * fontScale, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol.segment, symbol.line, labelPlaneMatrix);
+ auto placedGlyph = placeGlyphAlongLine(glyphOffsetX * fontScale, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol.segment, symbol.line, symbol.tileDistances, labelPlaneMatrix, false);
placedGlyphs.push_back(*placedGlyph);
}
- placedGlyphs.push_back(*lastPlacedGlyph);
+ placedGlyphs.push_back(firstAndLastGlyph->second);
} else {
// Only a single glyph to place
// So, determine whether to flip based on projected angle of the line segment it's on
@@ -285,14 +332,15 @@ namespace mbgl {
projectedVertex.first :
projectTruncatedLineSegment(symbol.anchorPoint,tileSegmentEnd, a, 1, posMatrix);
- if (symbol.useVerticalMode ? b.y > a.y : b.x < a.x) {
- return PlacementResult::NeedsFlipping;
+ auto orientationChange = requiresOrientationChange(symbol.writingModes, a, b, aspectRatio);
+ if (orientationChange) {
+ return *orientationChange;
}
}
assert(symbol.glyphOffsets.size() == 1); // We are relying on SymbolInstance.hasText filtering out symbols without any glyphs at all
const float glyphOffsetX = symbol.glyphOffsets.front();
optional<PlacedGlyph> singleGlyph = placeGlyphAlongLine(fontScale * glyphOffsetX, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol.segment,
- symbol.line, labelPlaneMatrix);
+ symbol.line, symbol.tileDistances, labelPlaneMatrix, false);
if (!singleGlyph)
return PlacementResult::NotEnoughRoom;
@@ -300,7 +348,7 @@ namespace mbgl {
}
for (auto& placedGlyph : placedGlyphs) {
- addDynamicAttributes(placedGlyph.point, placedGlyph.angle, symbol.placementZoom, dynamicVertexArray);
+ addDynamicAttributes(placedGlyph.point, placedGlyph.angle, dynamicVertexArray);
}
return PlacementResult::OK;
@@ -309,7 +357,7 @@ namespace mbgl {
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 RenderTile& tile, const SymbolSizeBinder& sizeBinder, const TransformState& state) {
const ZoomEvaluatedSize partiallyEvaluatedSize = sizeBinder.evaluateForZoom(state.getZoom());
@@ -325,19 +373,31 @@ namespace mbgl {
const mat4 glCoordMatrix = getGlCoordMatrix(posMatrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits);
dynamicVertexArray.clear();
+
+ bool useVertical = false;
for (auto& placedSymbol : placedSymbols) {
+ // Don't do calculations for vertical glyphs unless the previous symbol was horizontal
+ // and we determined that vertical glyphs were necessary.
+ // Also don't do calculations for symbols that are collided and fully faded out
+ if (placedSymbol.hidden || (placedSymbol.writingModes == WritingModeType::Vertical && !useVertical)) {
+ hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray);
+ continue;
+ }
+ // Awkward... but we're counting on the paired "vertical" symbol coming immediately after its horizontal counterpart
+ useVertical = false;
+
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)) {
+ if (!isVisible(anchorPos, clippingBuffer)) {
hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray);
continue;
}
const float cameraToAnchorDistance = anchorPos[3];
- const float perspectiveRatio = 1 + 0.5 * ((cameraToAnchorDistance / state.getCameraToCenterDistance()) - 1.0);
+ const float perspectiveRatio = 0.5 + 0.5 * (cameraToAnchorDistance / state.getCameraToCenterDistance());
const float fontSize = evaluateSizeForFeature(partiallyEvaluatedSize, placedSymbol);
const float pitchScaledFontSize = values.pitchAlignment == style::AlignmentType::Map ?
@@ -346,11 +406,13 @@ namespace mbgl {
const Point<float> anchorPoint = project(placedSymbol.anchorPoint, labelPlaneMatrix).first;
- PlacementResult placeUnflipped = placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, false /*unflipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint);
+ PlacementResult placeUnflipped = placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, false /*unflipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint, state.getSize().aspectRatio());
+
+ useVertical = placeUnflipped == PlacementResult::UseVertical;
- if (placeUnflipped == PlacementResult::NotEnoughRoom ||
+ if (placeUnflipped == PlacementResult::NotEnoughRoom || useVertical ||
(placeUnflipped == PlacementResult::NeedsFlipping &&
- placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, true /*flipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint) == PlacementResult::NotEnoughRoom)) {
+ placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, true /*flipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint, state.getSize().aspectRatio()) == PlacementResult::NotEnoughRoom)) {
hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray);
}
}
diff --git a/src/mbgl/layout/symbol_projection.hpp b/src/mbgl/layout/symbol_projection.hpp
index 2652fe7ace..8535014f22 100644
--- a/src/mbgl/layout/symbol_projection.hpp
+++ b/src/mbgl/layout/symbol_projection.hpp
@@ -8,18 +8,48 @@ namespace mbgl {
class TransformState;
class RenderTile;
- class FrameHistory;
class SymbolSizeBinder;
class PlacedSymbol;
namespace style {
class SymbolPropertyValues;
} // end namespace style
+
+ struct TileDistance {
+ TileDistance(float prevTileDistance_, float lastSegmentViewportDistance_)
+ : prevTileDistance(prevTileDistance_), lastSegmentViewportDistance(lastSegmentViewportDistance_)
+ {}
+ float prevTileDistance;
+ float lastSegmentViewportDistance;
+ };
+
+ struct PlacedGlyph {
+ PlacedGlyph(Point<float> point_, float angle_, optional<TileDistance> tileDistance_)
+ : point(point_), angle(angle_), tileDistance(std::move(tileDistance_))
+ {}
+ Point<float> point;
+ float angle;
+ optional<TileDistance> tileDistance;
+ };
+ float evaluateSizeForFeature(const ZoomEvaluatedSize& zoomEvaluatedSize, const PlacedSymbol& placedSymbol);
mat4 getLabelPlaneMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits);
mat4 getGlCoordMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits);
+
+ using PointAndCameraDistance = std::pair<Point<float>,float>;
+ PointAndCameraDistance project(const Point<float>& point, const mat4& matrix);
void reprojectLineLabels(gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>&, const std::vector<PlacedSymbol>&,
const mat4& posMatrix, const style::SymbolPropertyValues&,
- const RenderTile&, const SymbolSizeBinder& sizeBinder, const TransformState&, const FrameHistory& frameHistory);
+ const RenderTile&, const SymbolSizeBinder& sizeBinder, const TransformState&);
+
+ optional<std::pair<PlacedGlyph, PlacedGlyph>> placeFirstAndLastGlyph(const float fontScale,
+ const float lineOffsetX,
+ const float lineOffsetY,
+ const bool flip,
+ const Point<float>& anchorPoint,
+ const Point<float>& tileAnchorPoint,
+ const PlacedSymbol& symbol,
+ const mat4& labelPlaneMatrix,
+ const bool returnTileDistance);
} // end namespace mbgl