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-rw-r--r--src/mbgl/algorithm/update_tile_masks.hpp128
1 files changed, 128 insertions, 0 deletions
diff --git a/src/mbgl/algorithm/update_tile_masks.hpp b/src/mbgl/algorithm/update_tile_masks.hpp
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+++ b/src/mbgl/algorithm/update_tile_masks.hpp
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+#pragma once
+
+#include <mbgl/renderer/tile_mask.hpp>
+
+#include <vector>
+#include <functional>
+#include <algorithm>
+
+namespace mbgl {
+namespace algorithm {
+
+namespace {
+
+template <typename Renderable>
+void computeTileMasks(
+ const CanonicalTileID& root,
+ const UnwrappedTileID ref,
+ typename std::vector<std::reference_wrapper<Renderable>>::const_iterator it,
+ const typename std::vector<std::reference_wrapper<Renderable>>::const_iterator end,
+ TileMask& mask) {
+ // If the reference or any of its children is found in the list, we need to recurse.
+ for (; it != end; ++it) {
+ auto& renderable = it->get();
+ if (!renderable.used) {
+ continue;
+ }
+ if (ref == renderable.id) {
+ // The current tile is masked out, so we don't need to add them to the mask set.
+ return;
+ } else if (renderable.id.isChildOf(ref)) {
+ // There's at least one child tile that is masked out, so recursively descend.
+ for (const auto& child : ref.children()) {
+ computeTileMasks<Renderable>(root, child, it, end, mask);
+ }
+ return;
+ }
+ }
+
+ // We couldn't find a child, so it's definitely a masked part.
+ // Compute the difference between the root tile ID and the reference tile ID, since TileMask
+ // elements are always relative (see below for explanation).
+ const uint8_t diffZ = ref.canonical.z - root.z;
+ mask.emplace(diffZ, ref.canonical.x - (root.x << diffZ), ref.canonical.y - (root.y << diffZ));
+}
+
+} // namespace
+
+// Updates the TileMasks for all renderables. Renderables are objects that have an UnwrappedTileID
+// property indicating where they should be rendered on the screen. A TileMask describes all regions
+// within that tile that are *not* covered by other Renderables.
+// Example: Renderables in our list are 2/1/3, 3/3/6, and 4/5/13. The schematic for creating the
+// TileMask for 2/1/3 looks like this:
+//
+// ┌────────┬────────┬─────────────────┐
+// │ │ │#################│
+// │ 4/4/12 │ 4/5/12 │#################│
+// │ │ │#################│
+// ├──────3/2/6──────┤#####3/3/6#######│
+// │ │########│#################│
+// │ 4/4/13 │#4/5/13#│#################│
+// │ │########│#################│
+// ├────────┴──────2/1/3───────────────┤
+// │ │ │
+// │ │ │
+// │ │ │
+// │ 3/2/7 │ 3/3/7 │
+// │ │ │
+// │ │ │
+// │ │ │
+// └─────────────────┴─────────────────┘
+//
+// The TileMask for 2/1/3 thus consists of the tiles 4/4/12, 4/5/12, 4/4/13, 3/2/7, and 3/3/7,
+// but it does *not* include 4/5/13, and 3/3/6, since these are other Renderables.
+// A TileMask always contains TileIDs *relative* to the tile it is generated for, so 2/1/3 is
+// "subtracted" from these TileIDs. The final TileMask for 2/1/3 will thus be:
+//
+// ┌────────┬────────┬─────────────────┐
+// │ │ │#################│
+// │ 2/0/0 │ 2/1/0 │#################│
+// │ │ │#################│
+// ├────────┼────────┤#################│
+// │ │########│#################│
+// │ 2/0/1 │########│#################│
+// │ │########│#################│
+// ├────────┴────────┼─────────────────┤
+// │ │ │
+// │ │ │
+// │ │ │
+// │ 1/0/1 │ 1/1/1 │
+// │ │ │
+// │ │ │
+// │ │ │
+// └─────────────────┴─────────────────┘
+//
+// Only other Renderables that are *children* of the Renderable we are generating the mask for will
+// be considered. For example, adding a Renderable with TileID 4/8/13 won't affect the TileMask for
+// 2/1/3, since it is not a descendant of it.
+template <typename Renderable>
+void updateTileMasks(std::vector<std::reference_wrapper<Renderable>> renderables) {
+ std::sort(renderables.begin(), renderables.end(),
+ [](const Renderable& a, const Renderable& b) { return a.id < b.id; });
+
+ TileMask mask;
+ const auto end = renderables.end();
+ for (auto it = renderables.begin(); it != end; it++) {
+ auto& renderable = it->get();
+ if (!renderable.used) {
+ continue;
+ }
+ // Try to add all remaining ids as children. We sorted the tile list
+ // by z earlier, so all preceding items cannot be children of the current
+ // tile. We also compute the lower bound of the next wrap, because items of the next wrap
+ // can never be children of the current wrap.
+ auto child_it = std::next(it);
+ const auto children_end = std::lower_bound(
+ child_it, end,
+ UnwrappedTileID{ static_cast<int16_t>(renderable.id.wrap + 1), { 0, 0, 0 } },
+ [](auto& a, auto& b) { return a.get().id < b; });
+
+ mask.clear();
+ computeTileMasks<Renderable>(renderable.id.canonical, renderable.id, child_it, children_end,
+ mask);
+ renderable.setMask(std::move(mask));
+ }
+}
+
+} // namespace algorithm
+} // namespace mbgl