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#include <mbgl/renderer/line_bucket.hpp>
#include <mbgl/style/layers/line_layer.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/constants.hpp>
#include <cassert>
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.lineJoin == LineJoinType::Bevel ? 1.05f : float(layout.lineMiterLimit);
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.lineCap;
const LineCapType endCap = closed ? LineCapType::Butt : LineCapType(layout.lineCap);
double distance = 0;
bool startOfLine = true;
optional<GeometryCoordinate> currentCoordinate;
optional<GeometryCoordinate> prevCoordinate;
optional<GeometryCoordinate> nextCoordinate;
optional<Point<double>> prevNormal;
optional<Point<double>> nextNormal;
// the last three vertices added
e1 = e2 = e3 = -1;
if (closed) {
currentCoordinate = coordinates[len - 2];
nextNormal = util::perp(util::unit(convertPoint<double>(firstCoordinate - *currentCoordinate)));
}
const std::size_t startVertex = vertices.vertexSize();
std::vector<TriangleElement> 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<double>(*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.
Point<double> joinNormal = util::unit(*prevNormal + *nextNormal);
/* 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: 1;
const bool isSharpCorner = cosHalfAngle < COS_HALF_SHARP_CORNER && prevCoordinate && nextCoordinate;
if (isSharpCorner && i > 0) {
const double prevSegmentLength = util::dist<double>(*currentCoordinate, *prevCoordinate);
if (prevSegmentLength > 2.0 * sharpCornerOffset) {
GeometryCoordinate newPrevVertex = *currentCoordinate - convertPoint<int16_t>(util::round(convertPoint<double>(*currentCoordinate - *prevCoordinate) * (sharpCornerOffset / prevSegmentLength)));
distance += util::dist<double>(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.lineJoin;
const LineCapType currentCap = nextCoordinate ? beginCap : endCap;
if (middleVertex) {
if (currentJoin == LineJoinType::Round) {
if (miterLength < layout.lineRoundLimit) {
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 where.
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<double>(*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;
} 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<double>(*currentCoordinate, *nextCoordinate);
if (nextSegmentLength > 2 * sharpCornerOffset) {
GeometryCoordinate newCurrentVertex = *currentCoordinate + convertPoint<int16_t>(util::round(convertPoint<double>(*nextCoordinate - *currentCoordinate) * (sharpCornerOffset / nextSegmentLength)));
distance += util::dist<double>(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<uint16_t>::max()) {
segments.emplace_back(startVertex, triangles.indexSize());
}
auto& segment = segments.back();
assert(segment.vertexLength <= std::numeric_limits<uint16_t>::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<double>& normal,
double endLeft,
double endRight,
bool round,
std::size_t startVertex,
std::vector<TriangleElement>& triangleStore) {
Point<double> 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<double>& extrude,
bool lineTurnsLeft,
std::size_t startVertex,
std::vector<TriangleElement>& triangleStore) {
Point<double> 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<LineLayer>(), tile);
}
bool LineBucket::hasData() const {
return !segments.empty();
}
} // namespace mbgl
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