summaryrefslogtreecommitdiff
path: root/src/mbgl/layout/symbol_projection.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mbgl/layout/symbol_projection.cpp')
-rw-r--r--src/mbgl/layout/symbol_projection.cpp420
1 files changed, 420 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..ee6385c93c
--- /dev/null
+++ b/src/mbgl/layout/symbol_projection.cpp
@@ -0,0 +1,420 @@
+#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/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;
+ }
+
+ 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 std::array<double, 2>& clippingBuffer) {
+ 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;
+ }
+
+ void addDynamicAttributes(const Point<float>& anchorPoint, const float angle,
+ gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>& dynamicVertexArray) {
+ auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(anchorPoint, angle);
+ 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, dynamicVertexArray);
+ }
+ }
+
+ enum PlacementResult {
+ OK,
+ NotEnoughRoom,
+ NeedsFlipping,
+ UseVertical
+ };
+
+ 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 std::vector<float>& tileDistances, const mat4& labelPlaneMatrix, const bool returnTileDistance) {
+
+ 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;
+
+ const int32_t initialIndex = currentIndex;
+ 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,
+ 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,
+ 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 aspectRatio) {
+ 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 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(firstAndLastGlyph->first.point, glCoordMatrix).first;
+ const Point<float> lastPoint = project(firstAndLastGlyph->second.point, glCoordMatrix).first;
+
+ if (keepUpright && !flip) {
+ auto orientationChange = requiresOrientationChange(symbol.writingModes, firstPoint, lastPoint, aspectRatio);
+ if (orientationChange) {
+ return *orientationChange;
+ }
+ }
+
+ 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, symbol.tileDistances, labelPlaneMatrix, false);
+ placedGlyphs.push_back(*placedGlyph);
+ }
+ 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
+ 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);
+
+ 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, symbol.tileDistances, labelPlaneMatrix, false);
+ if (!singleGlyph)
+ return PlacementResult::NotEnoughRoom;
+
+ placedGlyphs.push_back(*singleGlyph);
+ }
+
+ for (auto& placedGlyph : placedGlyphs) {
+ addDynamicAttributes(placedGlyph.point, placedGlyph.angle, 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 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();
+
+ 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, clippingBuffer)) {
+ hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray);
+ continue;
+ }
+
+ const float cameraToAnchorDistance = anchorPos[3];
+ const float perspectiveRatio = 0.5 + 0.5 * (cameraToAnchorDistance / state.getCameraToCenterDistance());
+
+ 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, state.getSize().aspectRatio());
+
+ useVertical = placeUnflipped == PlacementResult::UseVertical;
+
+ if (placeUnflipped == PlacementResult::NotEnoughRoom || useVertical ||
+ (placeUnflipped == PlacementResult::NeedsFlipping &&
+ placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, true /*flipped*/, values.keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint, state.getSize().aspectRatio()) == PlacementResult::NotEnoughRoom)) {
+ hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray);
+ }
+ }
+ }
+} // end namespace mbgl