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#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) {
if (symbol.glyphOffsets.empty()) {
assert(false);
return optional<std::pair<PlacedGlyph, PlacedGlyph>>();
}
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 if (symbol.glyphOffsets.size() == 1) {
// 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;
}
}
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);
}
// The number of placedGlyphs must equal the number of glyphOffsets, which must correspond to the number of glyph vertices
// There may be 0 glyphs here, if a label consists entirely of glyphs that have 0x0 dimensions
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
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