#include #include #include #include #include #include namespace mbgl { using namespace style; LineBucket::LineBucket(uint32_t overscaling_) : overscaling(overscaling_) { } LineBucket::~LineBucket() { // Do not remove. header file only contains forward definitions to unique pointers. } void LineBucket::addGeometry(const GeometryCollection& geometryCollection) { for (auto& line : geometryCollection) { addGeometry(line); } } /* * Sharp corners cause dashed lines to tilt because the distance along the line * is the same at both the inner and outer corners. To improve the appearance of * dashed lines we add extra points near sharp corners so that a smaller part * of the line is tilted. * * COS_HALF_SHARP_CORNER controls how sharp a corner has to be for us to add an * extra vertex. The default is 75 degrees. * * The newly created vertices are placed SHARP_CORNER_OFFSET pixels from the corner. */ const float COS_HALF_SHARP_CORNER = std::cos(75.0 / 2.0 * (M_PI / 180.0)); const float SHARP_CORNER_OFFSET = 15.0f; // The number of bits that is used to store the line distance in the buffer. const int LINE_DISTANCE_BUFFER_BITS = 14; // We don't have enough bits for the line distance as we'd like to have, so // use this value to scale the line distance (in tile units) down to a smaller // value. This lets us store longer distances while sacrificing precision. const float LINE_DISTANCE_SCALE = 1.0 / 2.0; // The maximum line distance, in tile units, that fits in the buffer. const float MAX_LINE_DISTANCE = std::pow(2, LINE_DISTANCE_BUFFER_BITS) / LINE_DISTANCE_SCALE; void LineBucket::addGeometry(const GeometryCoordinates& coordinates) { const std::size_t len = [&coordinates] { std::size_t l = coordinates.size(); // If the line has duplicate vertices at the end, adjust length to remove them. while (l > 2 && coordinates[l - 1] == coordinates[l - 2]) { l--; } return l; }(); if (len < 2) { // fprintf(stderr, "a line must have at least two vertices\n"); return; } const float miterLimit = layout.get() == LineJoinType::Bevel ? 1.05f : float(layout.get()); const double sharpCornerOffset = SHARP_CORNER_OFFSET * (float(util::EXTENT) / (util::tileSize * overscaling)); const GeometryCoordinate firstCoordinate = coordinates.front(); const GeometryCoordinate lastCoordinate = coordinates[len - 1]; const bool closed = firstCoordinate == lastCoordinate; if (len == 2 && closed) { // fprintf(stderr, "a line may not have coincident points\n"); return; } const LineCapType beginCap = layout.get(); const LineCapType endCap = closed ? LineCapType::Butt : LineCapType(layout.get()); double distance = 0; bool startOfLine = true; optional currentCoordinate; optional prevCoordinate; optional nextCoordinate; optional> prevNormal; optional> nextNormal; // the last three vertices added e1 = e2 = e3 = -1; if (closed) { currentCoordinate = coordinates[len - 2]; nextNormal = util::perp(util::unit(convertPoint(firstCoordinate - *currentCoordinate))); } const std::size_t startVertex = vertices.vertexSize(); std::vector triangleStore; for (std::size_t i = 0; i < len; ++i) { if (closed && i == len - 1) { // if the line is closed, we treat the last vertex like the first nextCoordinate = coordinates[1]; } else if (i + 1 < len) { // just the next vertex nextCoordinate = coordinates[i + 1]; } else { // there is no next vertex nextCoordinate = {}; } // if two consecutive vertices exist, skip the current one if (nextCoordinate && coordinates[i] == *nextCoordinate) { continue; } if (nextNormal) { prevNormal = *nextNormal; } if (currentCoordinate) { prevCoordinate = *currentCoordinate; } currentCoordinate = coordinates[i]; // Calculate the normal towards the next vertex in this line. In case // there is no next vertex, pretend that the line is continuing straight, // meaning that we are just using the previous normal. nextNormal = nextCoordinate ? util::perp(util::unit(convertPoint(*nextCoordinate - *currentCoordinate))) : prevNormal; // If we still don't have a previous normal, this is the beginning of a // non-closed line, so we're doing a straight "join". if (!prevNormal) { prevNormal = *nextNormal; } // Determine the normal of the join extrusion. It is the angle bisector // of the segments between the previous line and the next line. // In the case of 180° angles, the prev and next normals cancel each other out: // prevNormal + nextNormal = (0, 0), its magnitude is 0, so the unit vector would be // undefined. In that case, we're keeping the joinNormal at (0, 0), so that the cosHalfAngle // below will also become 0 and miterLength will become Infinity. Point joinNormal = *prevNormal + *nextNormal; if (joinNormal.x != 0 || joinNormal.y != 0) { joinNormal = util::unit(joinNormal); } /* joinNormal prevNormal * ↖ ↑ * .________. prevVertex * | * nextNormal ← | currentVertex * | * nextVertex ! * */ // Calculate the length of the miter (the ratio of the miter to the width). // Find the cosine of the angle between the next and join normals // using dot product. The inverse of that is the miter length. const double cosHalfAngle = joinNormal.x * nextNormal->x + joinNormal.y * nextNormal->y; const double miterLength = cosHalfAngle != 0 ? 1 / cosHalfAngle : std::numeric_limits::infinity(); const bool isSharpCorner = cosHalfAngle < COS_HALF_SHARP_CORNER && prevCoordinate && nextCoordinate; if (isSharpCorner && i > 0) { const double prevSegmentLength = util::dist(*currentCoordinate, *prevCoordinate); if (prevSegmentLength > 2.0 * sharpCornerOffset) { GeometryCoordinate newPrevVertex = *currentCoordinate - convertPoint(util::round(convertPoint(*currentCoordinate - *prevCoordinate) * (sharpCornerOffset / prevSegmentLength))); distance += util::dist(newPrevVertex, *prevCoordinate); addCurrentVertex(newPrevVertex, distance, *prevNormal, 0, 0, false, startVertex, triangleStore); prevCoordinate = newPrevVertex; } } // The join if a middle vertex, otherwise the cap const bool middleVertex = prevCoordinate && nextCoordinate; LineJoinType currentJoin = layout.get(); const LineCapType currentCap = nextCoordinate ? beginCap : endCap; if (middleVertex) { if (currentJoin == LineJoinType::Round) { if (miterLength < layout.get()) { currentJoin = LineJoinType::Miter; } else if (miterLength <= 2) { currentJoin = LineJoinType::FakeRound; } } if (currentJoin == LineJoinType::Miter && miterLength > miterLimit) { currentJoin = LineJoinType::Bevel; } if (currentJoin == LineJoinType::Bevel) { // The maximum extrude length is 128 / 63 = 2 times the width of the line // so if miterLength >= 2 we need to draw a different type of bevel here. if (miterLength > 2) { currentJoin = LineJoinType::FlipBevel; } // If the miterLength is really small and the line bevel wouldn't be visible, // just draw a miter join to save a triangle. if (miterLength < miterLimit) { currentJoin = LineJoinType::Miter; } } } // Calculate how far along the line the currentVertex is if (prevCoordinate) distance += util::dist(*currentCoordinate, *prevCoordinate); if (middleVertex && currentJoin == LineJoinType::Miter) { joinNormal = joinNormal * miterLength; addCurrentVertex(*currentCoordinate, distance, joinNormal, 0, 0, false, startVertex, triangleStore); } else if (middleVertex && currentJoin == LineJoinType::FlipBevel) { // miter is too big, flip the direction to make a beveled join if (miterLength > 100) { // Almost parallel lines joinNormal = *nextNormal * -1.0; } else { const double direction = prevNormal->x * nextNormal->y - prevNormal->y * nextNormal->x > 0 ? -1 : 1; const double bevelLength = miterLength * util::mag(*prevNormal + *nextNormal) / util::mag(*prevNormal - *nextNormal); joinNormal = util::perp(joinNormal) * bevelLength * direction; } addCurrentVertex(*currentCoordinate, distance, joinNormal, 0, 0, false, startVertex, triangleStore); addCurrentVertex(*currentCoordinate, distance, joinNormal * -1.0, 0, 0, false, startVertex, triangleStore); } else if (middleVertex && (currentJoin == LineJoinType::Bevel || currentJoin == LineJoinType::FakeRound)) { const bool lineTurnsLeft = (prevNormal->x * nextNormal->y - prevNormal->y * nextNormal->x) > 0; const float offset = -std::sqrt(miterLength * miterLength - 1); float offsetA; float offsetB; if (lineTurnsLeft) { offsetB = 0; offsetA = offset; } else { offsetA = 0; offsetB = offset; } // Close previous segement with bevel if (!startOfLine) { addCurrentVertex(*currentCoordinate, distance, *prevNormal, offsetA, offsetB, false, startVertex, triangleStore); } if (currentJoin == LineJoinType::FakeRound) { // The join angle is sharp enough that a round join would be visible. // Bevel joins fill the gap between segments with a single pie slice triangle. // Create a round join by adding multiple pie slices. The join isn't actually round, but // it looks like it is at the sizes we render lines at. // Add more triangles for sharper angles. // This math is just a good enough approximation. It isn't "correct". const int n = std::floor((0.5 - (cosHalfAngle - 0.5)) * 8); for (int m = 0; m < n; m++) { auto approxFractionalJoinNormal = util::unit(*nextNormal * ((m + 1.0) / (n + 1.0)) + *prevNormal); addPieSliceVertex(*currentCoordinate, distance, approxFractionalJoinNormal, lineTurnsLeft, startVertex, triangleStore); } addPieSliceVertex(*currentCoordinate, distance, joinNormal, lineTurnsLeft, startVertex, triangleStore); for (int k = n - 1; k >= 0; k--) { auto approxFractionalJoinNormal = util::unit(*prevNormal * ((k + 1.0) / (n + 1.0)) + *nextNormal); addPieSliceVertex(*currentCoordinate, distance, approxFractionalJoinNormal, lineTurnsLeft, startVertex, triangleStore); } } // Start next segment if (nextCoordinate) { addCurrentVertex(*currentCoordinate, distance, *nextNormal, -offsetA, -offsetB, false, startVertex, triangleStore); } } else if (!middleVertex && currentCap == LineCapType::Butt) { if (!startOfLine) { // Close previous segment with a butt addCurrentVertex(*currentCoordinate, distance, *prevNormal, 0, 0, false, startVertex, triangleStore); } // Start next segment with a butt if (nextCoordinate) { addCurrentVertex(*currentCoordinate, distance, *nextNormal, 0, 0, false, startVertex, triangleStore); } } else if (!middleVertex && currentCap == LineCapType::Square) { if (!startOfLine) { // Close previous segment with a square cap addCurrentVertex(*currentCoordinate, distance, *prevNormal, 1, 1, false, startVertex, triangleStore); // The segment is done. Unset vertices to disconnect segments. e1 = e2 = -1; } // Start next segment if (nextCoordinate) { addCurrentVertex(*currentCoordinate, distance, *nextNormal, -1, -1, false, startVertex, triangleStore); } } else if (middleVertex ? currentJoin == LineJoinType::Round : currentCap == LineCapType::Round) { if (!startOfLine) { // Close previous segment with a butt addCurrentVertex(*currentCoordinate, distance, *prevNormal, 0, 0, false, startVertex, triangleStore); // Add round cap or linejoin at end of segment addCurrentVertex(*currentCoordinate, distance, *prevNormal, 1, 1, true, startVertex, triangleStore); // The segment is done. Unset vertices to disconnect segments. e1 = e2 = -1; } // Start next segment with a butt if (nextCoordinate) { // Add round cap before first segment addCurrentVertex(*currentCoordinate, distance, *nextNormal, -1, -1, true, startVertex, triangleStore); addCurrentVertex(*currentCoordinate, distance, *nextNormal, 0, 0, false, startVertex, triangleStore); } } if (isSharpCorner && i < len - 1) { const double nextSegmentLength = util::dist(*currentCoordinate, *nextCoordinate); if (nextSegmentLength > 2 * sharpCornerOffset) { GeometryCoordinate newCurrentVertex = *currentCoordinate + convertPoint(util::round(convertPoint(*nextCoordinate - *currentCoordinate) * (sharpCornerOffset / nextSegmentLength))); distance += util::dist(newCurrentVertex, *currentCoordinate); addCurrentVertex(newCurrentVertex, distance, *nextNormal, 0, 0, false, startVertex, triangleStore); currentCoordinate = newCurrentVertex; } } startOfLine = false; } const std::size_t endVertex = vertices.vertexSize(); const std::size_t vertexCount = endVertex - startVertex; if (segments.empty() || segments.back().vertexLength + vertexCount > std::numeric_limits::max()) { segments.emplace_back(startVertex, triangles.indexSize()); } auto& segment = segments.back(); assert(segment.vertexLength <= std::numeric_limits::max()); uint16_t index = segment.vertexLength; for (const auto& triangle : triangleStore) { triangles.emplace_back(index + triangle.a, index + triangle.b, index + triangle.c); } segment.vertexLength += vertexCount; segment.indexLength += triangleStore.size() * 3; } void LineBucket::addCurrentVertex(const GeometryCoordinate& currentCoordinate, double &distance, const Point& normal, double endLeft, double endRight, bool round, std::size_t startVertex, std::vector& triangleStore) { Point extrude = normal; if (endLeft) extrude = extrude - (util::perp(normal) * endLeft); vertices.emplace_back(LineAttributes::vertex(currentCoordinate, extrude, { round, false }, endLeft, distance * LINE_DISTANCE_SCALE)); e3 = vertices.vertexSize() - 1 - startVertex; if (e1 >= 0 && e2 >= 0) { triangleStore.emplace_back(e1, e2, e3); } e1 = e2; e2 = e3; extrude = normal * -1.0; if (endRight) extrude = extrude - (util::perp(normal) * endRight); vertices.emplace_back(LineAttributes::vertex(currentCoordinate, extrude, { round, true }, -endRight, distance * LINE_DISTANCE_SCALE)); e3 = vertices.vertexSize() - 1 - startVertex; if (e1 >= 0 && e2 >= 0) { triangleStore.emplace_back(e1, e2, e3); } e1 = e2; e2 = e3; // There is a maximum "distance along the line" that we can store in the buffers. // When we get close to the distance, reset it to zero and add the vertex again with // a distance of zero. The max distance is determined by the number of bits we allocate // to `linesofar`. if (distance > MAX_LINE_DISTANCE / 2.0f) { distance = 0; addCurrentVertex(currentCoordinate, distance, normal, endLeft, endRight, round, startVertex, triangleStore); } } void LineBucket::addPieSliceVertex(const GeometryCoordinate& currentVertex, double distance, const Point& extrude, bool lineTurnsLeft, std::size_t startVertex, std::vector& triangleStore) { Point flippedExtrude = extrude * (lineTurnsLeft ? -1.0 : 1.0); vertices.emplace_back(LineAttributes::vertex(currentVertex, flippedExtrude, { false, lineTurnsLeft }, 0, distance * LINE_DISTANCE_SCALE)); e3 = vertices.vertexSize() - 1 - startVertex; if (e1 >= 0 && e2 >= 0) { triangleStore.emplace_back(e1, e2, e3); } if (lineTurnsLeft) { e2 = e3; } else { e1 = e3; } } void LineBucket::upload(gl::Context& context) { vertexBuffer = context.createVertexBuffer(std::move(vertices)); indexBuffer = context.createIndexBuffer(std::move(triangles)); // From now on, we're only going to render during the translucent pass. uploaded = true; } void LineBucket::render(Painter& painter, PaintParameters& parameters, const Layer& layer, const RenderTile& tile) { painter.renderLine(parameters, *this, *layer.as(), tile); } bool LineBucket::hasData() const { return !segments.empty(); } } // namespace mbgl