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-rw-r--r--src/mbgl/layout/symbol_layout.cpp32
-rw-r--r--src/mbgl/text/collision_index.cpp44
-rw-r--r--src/mbgl/text/collision_index.hpp14
-rw-r--r--src/mbgl/text/placement.cpp11
4 files changed, 60 insertions, 41 deletions
diff --git a/src/mbgl/layout/symbol_layout.cpp b/src/mbgl/layout/symbol_layout.cpp
index 41469f293d..ab718351ab 100644
--- a/src/mbgl/layout/symbol_layout.cpp
+++ b/src/mbgl/layout/symbol_layout.cpp
@@ -258,11 +258,6 @@ void SymbolLayout::addFeature(const std::size_t layoutFeatureIndex,
const float textMaxBoxScale = tilePixelRatio * textMaxSize / glyphSize;
const float iconBoxScale = tilePixelRatio * layoutIconSize;
const float symbolSpacing = tilePixelRatio * layout.get<SymbolSpacing>();
- // CJL: I'm not sure why SymbolPlacementType::Line -> avoidEdges = false. It seems redundant since
- // getAnchors will already avoid generating anchors outside the tile bounds.
- // However, SymbolPlacementType::LineCenter allows anchors outside tile boundaries, so its behavior
- // here should match SymbolPlacement::Point
- const bool avoidEdges = layout.get<SymbolAvoidEdges>() && layout.get<SymbolPlacement>() != SymbolPlacementType::Line;
const float textPadding = layout.get<TextPadding>() * tilePixelRatio;
const float iconPadding = layout.get<IconPadding>() * tilePixelRatio;
const float textMaxAngle = layout.get<TextMaxAngle>() * util::DEG2RAD;
@@ -274,25 +269,14 @@ void SymbolLayout::addFeature(const std::size_t layoutFeatureIndex,
IndexedSubfeature indexedFeature(feature.index, sourceLayer->getName(), bucketLeaderID, symbolInstances.size());
auto addSymbolInstance = [&] (const GeometryCoordinates& line, Anchor& anchor) {
- // https://github.com/mapbox/vector-tile-spec/tree/master/2.1#41-layers
- // +-------------------+ Symbols with anchors located on tile edges
- // |(0,0) || are duplicated on neighbor tiles.
- // | ||
- // | || In continuous mode, to avoid overdraw we
- // | || skip symbols located on the extent edges.
- // | Tile || In still mode, we include the features in
- // | || the buffers for both tiles and clip them
- // | || at draw time.
- // | ||
- // +-------------------| In this scenario, the inner bounding box
- // +-------------------+ is called 'withinPlus0', and the outer
- // (extent,extent) is called 'inside'.
- const bool withinPlus0 = anchor.point.x >= 0 && anchor.point.x < util::EXTENT && anchor.point.y >= 0 && anchor.point.y < util::EXTENT;
- const bool inside = withinPlus0 || anchor.point.x == util::EXTENT || anchor.point.y == util::EXTENT;
-
- if (avoidEdges && !inside) return;
-
- if (mode == MapMode::Tile || withinPlus0) {
+ const bool anchorInsideTile = anchor.point.x >= 0 && anchor.point.x < util::EXTENT && anchor.point.y >= 0 && anchor.point.y < util::EXTENT;
+
+ if (mode == MapMode::Tile || anchorInsideTile) {
+ // For static/continuous rendering, only add symbols anchored within this tile:
+ // neighboring symbols will be added as part of the neighboring tiles.
+ // In tiled rendering mode, add all symbols in the buffers so that we can:
+ // (1) render symbols that overlap into this tile
+ // (2) approximate collision detection effects from neighboring symbols
symbolInstances.emplace_back(anchor, line, shapedTextOrientations, shapedIcon,
layout.evaluate(zoom, feature), layoutTextSize,
textBoxScale, textPadding, textPlacement, textOffset,
diff --git a/src/mbgl/text/collision_index.cpp b/src/mbgl/text/collision_index.cpp
index 091840a371..dae789a196 100644
--- a/src/mbgl/text/collision_index.cpp
+++ b/src/mbgl/text/collision_index.cpp
@@ -62,6 +62,21 @@ bool CollisionIndex::isOffscreen(const CollisionBox& box) const {
bool CollisionIndex::isInsideGrid(const CollisionBox& box) const {
return box.px2 >= 0 && box.px1 < gridRightBoundary && box.py2 >= 0 && box.py1 < gridBottomBoundary;
}
+
+CollisionTileBoundaries CollisionIndex::projectTileBoundaries(const mat4& posMatrix) const {
+ Point<float> topLeft = projectPoint(posMatrix, { 0, 0 });
+ Point<float> bottomRight = projectPoint(posMatrix, { util::EXTENT, util::EXTENT });
+
+ return {{ topLeft.x, topLeft.y, bottomRight.x, bottomRight.y }};
+
+}
+
+bool CollisionIndex::isInsideTile(const CollisionBox& box, const CollisionTileBoundaries& tileBoundaries) const {
+ // This check is only well defined when the tile boundaries are axis-aligned
+ // We are relying on it only being used in MapMode::Tile, where that is always the case
+
+ return box.px1 >= tileBoundaries[0] && box.py1 >= tileBoundaries[1] && box.px2 < tileBoundaries[2] && box.py2 < tileBoundaries[3];
+}
std::pair<bool,bool> CollisionIndex::placeFeature(CollisionFeature& feature,
@@ -73,7 +88,8 @@ std::pair<bool,bool> CollisionIndex::placeFeature(CollisionFeature& feature,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
- const bool collisionDebug) {
+ const bool collisionDebug,
+ const optional<CollisionTileBoundaries>& avoidEdges) {
if (!feature.alongLine) {
CollisionBox& box = feature.boxes.front();
const auto projectedPoint = projectAndGetPerspectiveRatio(posMatrix, box.anchor);
@@ -82,15 +98,17 @@ std::pair<bool,bool> CollisionIndex::placeFeature(CollisionFeature& feature,
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) ||
+ if ((avoidEdges && !isInsideTile(box, *avoidEdges)) ||
+ !isInsideGrid(box) ||
(!allowOverlap && collisionGrid.hitTest({{ box.px1, box.py1 }, { box.px2, box.py2 }}))) {
return { false, false };
}
return {true, isOffscreen(box)};
} else {
- return placeLineFeature(feature, posMatrix, labelPlaneMatrix, textPixelRatio, symbol, scale, fontSize, allowOverlap, pitchWithMap, collisionDebug);
+ return placeLineFeature(feature, posMatrix, labelPlaneMatrix, textPixelRatio, symbol, scale, fontSize, allowOverlap, pitchWithMap, collisionDebug, avoidEdges);
}
}
@@ -103,7 +121,8 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
- const bool collisionDebug) {
+ const bool collisionDebug,
+ const optional<CollisionTileBoundaries>& avoidEdges) {
const auto tileUnitAnchorPoint = symbol.anchorPoint;
const auto projectedAnchor = projectAnchor(posMatrix, tileUnitAnchorPoint);
@@ -202,15 +221,14 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature,
entirelyOffscreen &= isOffscreen(circle);
inGrid |= isInsideGrid(circle);
- if (!allowOverlap) {
- if (collisionGrid.hitTest({{circle.px, circle.py}, circle.radius})) {
- if (!collisionDebug) {
- return {false, false};
- } else {
- // Don't early exit if we're showing the debug circles because we still want to calculate
- // which circles are in use
- collisionDetected = true;
- }
+ if ((avoidEdges && !isInsideTile(circle, *avoidEdges)) ||
+ (!allowOverlap && collisionGrid.hitTest({{circle.px, circle.py}, circle.radius}))) {
+ if (!collisionDebug) {
+ return {false, false};
+ } else {
+ // Don't early exit if we're showing the debug circles because we still want to calculate
+ // which circles are in use
+ collisionDetected = true;
}
}
}
diff --git a/src/mbgl/text/collision_index.hpp b/src/mbgl/text/collision_index.hpp
index b2be4c6ade..78782fe61c 100644
--- a/src/mbgl/text/collision_index.hpp
+++ b/src/mbgl/text/collision_index.hpp
@@ -3,13 +3,18 @@
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/text/collision_feature.hpp>
#include <mbgl/util/grid_index.hpp>
+#include <mbgl/util/optional.hpp>
#include <mbgl/map/transform_state.hpp>
+#include <array>
+
namespace mbgl {
class PlacedSymbol;
struct TileDistance;
+
+using CollisionTileBoundaries = std::array<float,4>;
class CollisionIndex {
public:
@@ -26,15 +31,19 @@ public:
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
- const bool collisionDebug);
+ const bool collisionDebug,
+ const optional<CollisionTileBoundaries>& avoidEdges);
void insertFeature(CollisionFeature& feature, bool ignorePlacement, uint32_t bucketInstanceId);
std::unordered_map<uint32_t, std::vector<IndexedSubfeature>> queryRenderedSymbols(const ScreenLineString&) const;
+
+ CollisionTileBoundaries projectTileBoundaries(const mat4& posMatrix) const;
private:
bool isOffscreen(const CollisionBox&) const;
bool isInsideGrid(const CollisionBox&) const;
+ bool isInsideTile(const CollisionBox&, const CollisionTileBoundaries& tileBoundaries) const;
std::pair<bool,bool> placeLineFeature(CollisionFeature& feature,
const mat4& posMatrix,
@@ -45,7 +54,8 @@ private:
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
- const bool collisionDebug);
+ const bool collisionDebug,
+ const optional<CollisionTileBoundaries>& avoidEdges);
float approximateTileDistance(const TileDistance& tileDistance, const float lastSegmentAngle, const float pixelsToTileUnits, const float cameraToAnchorDistance, const bool pitchWithMap);
diff --git a/src/mbgl/text/placement.cpp b/src/mbgl/text/placement.cpp
index a050be4648..0747133bd2 100644
--- a/src/mbgl/text/placement.cpp
+++ b/src/mbgl/text/placement.cpp
@@ -110,6 +110,13 @@ void Placement::placeLayerBucket(
auto partiallyEvaluatedTextSize = bucket.textSizeBinder->evaluateForZoom(state.getZoom());
auto partiallyEvaluatedIconSize = bucket.iconSizeBinder->evaluateForZoom(state.getZoom());
+ optional<CollisionTileBoundaries> avoidEdges;
+ if (mapMode == MapMode::Tile &&
+ (bucket.layout.get<style::SymbolAvoidEdges>() ||
+ bucket.layout.get<style::SymbolPlacement>() == style::SymbolPlacementType::Line)) {
+ avoidEdges = collisionIndex.projectTileBoundaries(posMatrix);
+ }
+
for (auto& symbolInstance : bucket.symbolInstances) {
if (seenCrossTileIDs.count(symbolInstance.crossTileID) == 0) {
@@ -133,7 +140,7 @@ void Placement::placeLayerBucket(
placedSymbol, scale, fontSize,
bucket.layout.get<style::TextAllowOverlap>(),
bucket.layout.get<style::TextPitchAlignment>() == style::AlignmentType::Map,
- showCollisionBoxes);
+ showCollisionBoxes, avoidEdges);
placeText = placed.first;
offscreen &= placed.second;
}
@@ -147,7 +154,7 @@ void Placement::placeLayerBucket(
placedSymbol, scale, fontSize,
bucket.layout.get<style::IconAllowOverlap>(),
bucket.layout.get<style::IconPitchAlignment>() == style::AlignmentType::Map,
- showCollisionBoxes);
+ showCollisionBoxes, avoidEdges);
placeIcon = placed.first;
offscreen &= placed.second;
}