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#pragma once
#include <mbgl/util/mat4.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/programs/symbol_program.hpp>
namespace mbgl {
class TransformState;
class RenderTile;
class SymbolSizeBinder;
class PlacedSymbol;
namespace style {
class SymbolPropertyValues;
} // end namespace style
struct TileDistance {
TileDistance(float prevTileDistance_, float lastSegmentViewportDistance_)
: prevTileDistance(prevTileDistance_), lastSegmentViewportDistance(lastSegmentViewportDistance_)
{}
float prevTileDistance;
float lastSegmentViewportDistance;
};
struct PlacedGlyph {
PlacedGlyph() = default;
PlacedGlyph(Point<float> point_, float angle_, optional<TileDistance> tileDistance_)
: point(point_), angle(angle_), tileDistance(std::move(tileDistance_))
{}
PlacedGlyph(PlacedGlyph&& other) noexcept
: point(std::move(other.point)), angle(other.angle), tileDistance(std::move(other.tileDistance))
{}
PlacedGlyph(const PlacedGlyph& other)
: point(std::move(other.point)), angle(other.angle), tileDistance(std::move(other.tileDistance))
{}
Point<float> point;
float angle;
optional<TileDistance> tileDistance;
};
float evaluateSizeForFeature(const ZoomEvaluatedSize& zoomEvaluatedSize, const PlacedSymbol& placedSymbol);
mat4 getLabelPlaneMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits);
mat4 getGlCoordMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits);
using PointAndCameraDistance = std::pair<Point<float>,float>;
PointAndCameraDistance project(const Point<float>& point, const mat4& matrix);
void reprojectLineLabels(gl::VertexVector<SymbolDynamicLayoutAttributes::Vertex>&, const std::vector<PlacedSymbol>&,
const mat4& posMatrix, const style::SymbolPropertyValues&,
const RenderTile&, const SymbolSizeBinder& sizeBinder, const TransformState&);
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);
} // end namespace mbgl
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