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Diffstat (limited to 'src/mbgl/layout/symbol_layout.cpp')
-rw-r--r--src/mbgl/layout/symbol_layout.cpp100
1 files changed, 20 insertions, 80 deletions
diff --git a/src/mbgl/layout/symbol_layout.cpp b/src/mbgl/layout/symbol_layout.cpp
index 3f4abe59f6..b9f3bb8f8d 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>
@@ -392,7 +391,7 @@ bool SymbolLayout::anchorIsTooClose(const std::u16string& text, const float repe
return false;
}
-std::unique_ptr<SymbolBucket> SymbolLayout::place(CollisionTile& collisionTile) {
+std::unique_ptr<SymbolBucket> SymbolLayout::place() {
auto bucket = std::make_unique<SymbolBucket>(layout, layerPaintProperties, textSize, iconSize, zoom, sdfIcons, iconsNeedLinear, symbolInstances);
// Calculate which labels can be shown and when they can be shown and
@@ -405,94 +404,37 @@ std::unique_ptr<SymbolBucket> SymbolLayout::place(CollisionTile& collisionTile)
? SymbolPlacementType::Point
: layout.get<SymbolPlacement>();
- const bool mayOverlap = layout.get<TextAllowOverlap>() || layout.get<IconAllowOverlap>() ||
- layout.get<TextIgnorePlacement>() || layout.get<IconIgnorePlacement>();
-
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;
- });
- }
-
// this iterates over the *bucket's* symbol instances so that it can set the placedsymbol index. TODO cleanup
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);
- bucket->text.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
- symbolInstance.textOffset, placementZoom, useVerticalMode, symbolInstance.line);
- symbolInstance.placedTextIndices.push_back(bucket->text.placedSymbols.size() - 1);
-
- for (const auto& symbol : symbolInstance.glyphQuads) {
- addSymbol(
- bucket->text, sizeData, symbol,
- keepUpright, textPlacement, symbolInstance.anchor, bucket->text.placedSymbols.back());
- }
+ const bool useVerticalMode = false; // TODO: Add both versions of glyphs to buckets
+ 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, useVerticalMode, symbolInstance.line);
+ symbolInstance.placedTextIndices.push_back(bucket->text.placedSymbols.size() - 1);
+
+ for (const auto& symbol : symbolInstance.glyphQuads) {
+ addSymbol(
+ bucket->text, sizeData, symbol,
+ keepUpright, textPlacement, symbolInstance.anchor, bucket->text.placedSymbols.back());
}
}
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);
+ symbolInstance.iconOffset, false, symbolInstance.line);
symbolInstance.placedIconIndices.push_back(bucket->icon.placedSymbols.size() - 1);
addSymbol(
bucket->icon, sizeData, *symbolInstance.iconQuad,
@@ -506,8 +448,8 @@ std::unique_ptr<SymbolBucket> SymbolLayout::place(CollisionTile& collisionTile)
}
}
- if (collisionTile.config.debug) {
- addToDebugBuffers(collisionTile, *bucket);
+ if (true) { // TODO: hook up showCollisionBoxes
+ addToDebugBuffers(*bucket);
}
return bucket;
@@ -572,14 +514,12 @@ void SymbolLayout::addSymbol(Buffer& buffer,
placedSymbol.glyphOffsets.push_back(symbol.glyphOffset.x);
}
-void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket& bucket) {
+void SymbolLayout::addToDebugBuffers(SymbolBucket& bucket) {
if (!hasSymbolInstances()) {
return;
}
- const float yStretch = collisionTile.yStretch;
-
for (const SymbolInstance &symbolInstance : symbolInstances) {
auto populateCollisionBox = [&](const auto& feature) {
SymbolBucket::CollisionBuffer& collisionBuffer = feature.alongLine ?
@@ -588,10 +528,10 @@ void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket&
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};
+ 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;
const std::size_t indexLength = feature.alongLine ? 4 : 8;