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path: root/src/mbgl/renderer/layers/render_symbol_layer.cpp
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Diffstat (limited to 'src/mbgl/renderer/layers/render_symbol_layer.cpp')
-rw-r--r--src/mbgl/renderer/layers/render_symbol_layer.cpp92
1 files changed, 87 insertions, 5 deletions
diff --git a/src/mbgl/renderer/layers/render_symbol_layer.cpp b/src/mbgl/renderer/layers/render_symbol_layer.cpp
index 31d92dd414..ef18a21005 100644
--- a/src/mbgl/renderer/layers/render_symbol_layer.cpp
+++ b/src/mbgl/renderer/layers/render_symbol_layer.cpp
@@ -5,6 +5,7 @@
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/text/glyph_atlas.hpp>
+#include <mbgl/text/shaping.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/symbol_program.hpp>
#include <mbgl/programs/collision_box_program.hpp>
@@ -15,6 +16,7 @@
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/layout/symbol_projection.hpp>
+#include <mbgl/layout/symbol_layout.hpp>
#include <mbgl/util/math.hpp>
#include <cmath>
@@ -23,6 +25,19 @@ namespace mbgl {
using namespace style;
+namespace {
+Point<float> calculateVariableRenderShift(style::SymbolAnchorType anchor, float width, float height, float radialOffset, float textBoxScale, float renderTextSize) {
+ AnchorAlignment alignment = AnchorAlignment::getAnchorAlignment(anchor);
+ float shiftX = -(alignment.horizontalAlign - 0.5f) * width;
+ float shiftY = -(alignment.verticalAlign - 0.5f) * height;
+ Point<float> offset = SymbolLayout::evaluateRadialOffset(anchor, radialOffset);
+ return Point<float>(
+ (shiftX / textBoxScale + offset.x) * renderTextSize,
+ (shiftY / textBoxScale + offset.y) * renderTextSize
+ );
+}
+} // namespace
+
RenderSymbolLayer::RenderSymbolLayer(Immutable<style::SymbolLayer::Impl> _impl)
: RenderLayer(std::move(_impl)),
unevaluated(impl().paint.untransitioned()) {
@@ -172,7 +187,7 @@ void RenderSymbolLayer::render(PaintParameters& parameters, RenderSource*) {
if (bucket.sdfIcons) {
if (values.hasHalo) {
draw(parameters.programs.getSymbolLayerPrograms().symbolIconSDF,
- SymbolSDFIconProgram::layoutUniformValues(false, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Halo),
+ SymbolSDFIconProgram::layoutUniformValues(false, false, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Halo),
bucket.icon,
bucket.iconSizeBinder,
values,
@@ -185,7 +200,7 @@ void RenderSymbolLayer::render(PaintParameters& parameters, RenderSource*) {
if (values.hasFill) {
draw(parameters.programs.getSymbolLayerPrograms().symbolIconSDF,
- SymbolSDFIconProgram::layoutUniformValues(false, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Fill),
+ SymbolSDFIconProgram::layoutUniformValues(false, false, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Fill),
bucket.icon,
bucket.iconSizeBinder,
values,
@@ -197,7 +212,7 @@ void RenderSymbolLayer::render(PaintParameters& parameters, RenderSource*) {
}
} else {
draw(parameters.programs.getSymbolLayerPrograms().symbolIcon,
- SymbolIconProgram::layoutUniformValues(false, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange),
+ SymbolIconProgram::layoutUniformValues(false, false, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange),
bucket.icon,
bucket.iconSizeBinder,
values,
@@ -215,6 +230,7 @@ void RenderSymbolLayer::render(PaintParameters& parameters, RenderSource*) {
auto values = textPropertyValues(evaluated_, layout);
const auto& paintPropertyValues = textPaintProperties(evaluated_);
+ bool hasVariablePacement = false;
const bool alongLine = layout.get<SymbolPlacement>() != SymbolPlacementType::Point &&
layout.get<TextRotationAlignment>() == AlignmentType::Map;
@@ -229,13 +245,79 @@ void RenderSymbolLayer::render(PaintParameters& parameters, RenderSource*) {
parameters.state);
parameters.context.updateVertexBuffer(*bucket.text.dynamicVertexBuffer, std::move(bucket.text.dynamicVertices));
+ } else if (!layout.get<TextVariableAnchor>().empty()) {
+ bucket.text.dynamicVertices.clear();
+
+ const auto partiallyEvaluatedSize = bucket.textSizeBinder->evaluateForZoom(parameters.state.getZoom());
+ const float tileScale = std::pow(2, parameters.state.getZoom() - tile.tile.id.overscaledZ);
+ const bool rotateWithMap = layout.get<TextRotationAlignment>() == AlignmentType::Map;
+ const bool pitchWithMap = layout.get<TextPitchAlignment>() == AlignmentType::Map;
+ const float pixelsToTileUnits = tile.id.pixelsToTileUnits(1.0, parameters.state.getZoom());
+ const auto labelPlaneMatrix = getLabelPlaneMatrix(tile.matrix, pitchWithMap, rotateWithMap, parameters.state, pixelsToTileUnits);
+
+ for (const PlacedSymbol& symbol : bucket.text.placedSymbols) {
+ optional<VariableOffset> variableOffset;
+ if (!symbol.hidden && symbol.crossTileID != 0u) {
+ auto it = parameters.variableOffsets.find(symbol.crossTileID);
+ if (it != parameters.variableOffsets.end()) {
+ variableOffset = it->second;
+ hasVariablePacement |= true;
+ }
+ }
+
+ if (!variableOffset) {
+ // These symbols are from a justification that is not being used, or a label that wasn't placed
+ // so we don't need to do the extra math to figure out what incremental shift to apply.
+ hideGlyphs(symbol.glyphOffsets.size(), bucket.text.dynamicVertices);
+ } else {
+ const Point<float> tileAnchor = symbol.anchorPoint;
+ const auto projectedAnchor = project(tileAnchor, pitchWithMap ? tile.matrix : labelPlaneMatrix);
+ const float perspectiveRatio = 0.5f + 0.5f * (parameters.state.getCameraToCenterDistance() / projectedAnchor.second);
+ float renderTextSize = evaluateSizeForFeature(partiallyEvaluatedSize, symbol) * perspectiveRatio / util::ONE_EM;
+ if (pitchWithMap) {
+ // Go from size in pixels to equivalent size in tile units
+ renderTextSize *= bucket.tilePixelRatio / tileScale;
+ }
+
+ auto shift = calculateVariableRenderShift(
+ (*variableOffset).anchor,
+ (*variableOffset).width,
+ (*variableOffset).height,
+ (*variableOffset).radialOffset,
+ (*variableOffset).textBoxScale,
+ renderTextSize);
+
+ // Usual case is that we take the projected anchor and add the pixel-based shift
+ // calculated above. In the (somewhat weird) case of pitch-aligned text, we add an equivalent
+ // tile-unit based shift to the anchor before projecting to the label plane.
+ Point<float> shiftedAnchor;
+ if (pitchWithMap) {
+ shiftedAnchor = project(Point<float>(tileAnchor.x + shift.x, tileAnchor.y + shift.y),
+ labelPlaneMatrix).first;
+ } else {
+ if (rotateWithMap) {
+ auto rotated = util::rotate(shift, -parameters.state.getPitch());
+ shiftedAnchor = Point<float>(projectedAnchor.first.x + rotated.x,
+ projectedAnchor.first.y + rotated.y);
+ } else {
+ shiftedAnchor = Point<float>(projectedAnchor.first.x + shift.x,
+ projectedAnchor.first.y + shift.y);
+ }
+ }
+
+ for (std::size_t i = 0; i < symbol.glyphOffsets.size(); i++) {
+ addDynamicAttributes(shiftedAnchor, 0, bucket.text.dynamicVertices);
+ }
+ }
+ }
+ parameters.context.updateVertexBuffer(*bucket.text.dynamicVertexBuffer, std::move(bucket.text.dynamicVertices));
}
const Size texsize = geometryTile.glyphAtlasTexture->size;
if (values.hasHalo) {
draw(parameters.programs.getSymbolLayerPrograms().symbolGlyph,
- SymbolSDFTextProgram::layoutUniformValues(true, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Halo),
+ SymbolSDFTextProgram::layoutUniformValues(true, hasVariablePacement, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Halo),
bucket.text,
bucket.textSizeBinder,
values,
@@ -248,7 +330,7 @@ void RenderSymbolLayer::render(PaintParameters& parameters, RenderSource*) {
if (values.hasFill) {
draw(parameters.programs.getSymbolLayerPrograms().symbolGlyph,
- SymbolSDFTextProgram::layoutUniformValues(true, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Fill),
+ SymbolSDFTextProgram::layoutUniformValues(true, hasVariablePacement, values, texsize, parameters.pixelsToGLUnits, alongLine, tile, parameters.state, parameters.symbolFadeChange, SymbolSDFPart::Fill),
bucket.text,
bucket.textSizeBinder,
values,