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Diffstat (limited to 'src/mbgl/layout/symbol_projection.cpp')
-rw-r--r-- | src/mbgl/layout/symbol_projection.cpp | 358 |
1 files changed, 358 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..279d251f8f --- /dev/null +++ b/src/mbgl/layout/symbol_projection.cpp @@ -0,0 +1,358 @@ +#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; + } + + + 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); + return {{ static_cast<float>(pos[0] / pos[3]), static_cast<float>(pos[1] / pos[3]) }, 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; + }; + + enum PlacementResult { + OK, + NotEnoughRoom, + NeedsFlipping + }; + + Point<float> projectTruncatedLineSegment(const Point<float>& previousTilePoint, const Point<float>& currentTilePoint, const Point<float>& previousProjectedPoint, const float minimumLength, const mat4& projectionMatrix) { + // We are assuming "previousTilePoint" won't project to a point within one unit of the camera plane + // If it did, that would mean our label extended all the way out from within the viewport to a (very distant) + // point near the plane of the camera. We wouldn't be able to render the label anyway once it crossed the + // plane of the camera. + const Point<float> projectedUnitVertex = project(previousTilePoint + util::unit<float>(previousTilePoint - currentTilePoint), projectionMatrix).first; + const Point<float> projectedUnitSegment = previousProjectedPoint - projectedUnitVertex; + + return previousProjectedPoint + (projectedUnitSegment * (minimumLength / util::mag<float>(projectedUnitSegment))); + } + + 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 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 = projectedAnchorPoint; + Point<float> prev = projectedAnchorPoint; + 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; + PointAndCameraDistance projection = project(convertPoint<float>(line.at(currentIndex)), labelPlaneMatrix); + if (projection.second > 0) { + current = projection.first; + } else { + // The vertex is behind the plane of the camera, so we can't project it + // Instead, we'll create a vertex along the line that's far enough to include the glyph + const Point<float> previousTilePoint = distanceToPrev == 0 ? + tileAnchorPoint : + convertPoint<float>(line.at(currentIndex - dir)); + const Point<float> currentTilePoint = convertPoint<float>(line.at(currentIndex)); + current = projectTruncatedLineSegment(previousTilePoint, currentTilePoint, prev, absOffsetX - distanceToPrev + 1, 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 }}; + } + + PlacementResult placeGlyphsAlongLine(const PlacedSymbol& symbol, + const float fontSize, + const bool flip, + const bool keepUpright, + const mat4& posMatrix, + const mat4& labelPlaneMatrix, + const mat4& glCoordMatrix, + gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray, + const Point<float>& projectedAnchorPoint) { + const float fontScale = fontSize / 24.0; + const float lineOffsetX = symbol.lineOffset[0] * fontSize; + const float lineOffsetY = symbol.lineOffset[1] * fontSize; + + 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) + return PlacementResult::NotEnoughRoom; + + const Point<float> firstPoint = project(firstPlacedGlyph->point, glCoordMatrix).first; + const Point<float> lastPoint = project(lastPlacedGlyph->point, glCoordMatrix).first; + + if (keepUpright && !flip && + (symbol.useVerticalMode ? firstPoint.y < lastPoint.y : firstPoint.x > lastPoint.x)) { + return PlacementResult::NeedsFlipping; + } + + placedGlyphs.push_back(*firstPlacedGlyph); + 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); + placedGlyphs.push_back(*placedGlyph); + } + placedGlyphs.push_back(*lastPlacedGlyph); + } else { + // Only a single glyph to place + // So, determine whether to flip based on projected angle of the line segment it's on + if (keepUpright && !flip) { + const Point<float> a = project(symbol.anchorPoint, posMatrix).first; + const Point<float> tileSegmentEnd = convertPoint<float>(symbol.line.at(symbol.segment + 1)); + const PointAndCameraDistance projectedVertex = project(tileSegmentEnd, posMatrix); + // We know the anchor will be in the viewport, but the end of the line segment may be + // behind the plane of the camera, in which case we can use a point at any arbitrary (closer) + // point on the segment. + const Point<float> b = (projectedVertex.second > 0) ? + projectedVertex.first : + projectTruncatedLineSegment(symbol.anchorPoint,tileSegmentEnd, a, 1, posMatrix); + + if (symbol.useVerticalMode ? b.y > a.y : b.x < a.x) { + return PlacementResult::NeedsFlipping; + } + } + 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); + if (!singleGlyph) + return PlacementResult::NotEnoughRoom; + + placedGlyphs.push_back(*singleGlyph); + } + + for (auto& placedGlyph : placedGlyphs) { + addDynamicAttributes(placedGlyph.point, placedGlyph.angle, symbol.placementZoom, dynamicVertexArray); + } + + return PlacementResult::OK; + } + + + 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 bool pitchWithMap = values.pitchAlignment == style::AlignmentType::Map; + const bool rotateWithMap = values.rotationAlignment == style::AlignmentType::Map; + const float pixelsToTileUnits = tile.id.pixelsToTileUnits(1, state.getZoom()); + + const mat4 labelPlaneMatrix = getLabelPlaneMatrix(posMatrix, pitchWithMap, + rotateWithMap, state, pixelsToTileUnits); + + const mat4 glCoordMatrix = getGlCoordMatrix(posMatrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits); + + 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; + } + + 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; + + const Point<float> anchorPoint = project(placedSymbol.anchorPoint, labelPlaneMatrix).first; + + PlacementResult placeUnflipped = placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, false /*unflipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint); + + if (placeUnflipped == PlacementResult::NotEnoughRoom || + (placeUnflipped == PlacementResult::NeedsFlipping && + placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, true /*flipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint) == PlacementResult::NotEnoughRoom)) { + hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray); + } + } + } +} // end namespace mbgl |