1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
|
#include <mbgl/renderer/placement_state.hpp>
#include <mbgl/renderer/layers/render_symbol_layer.hpp>
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/tile/tile.hpp>
namespace mbgl {
LayerPlacementState::LayerPlacementState() : currentTileIndex(0)
{
}
bool LayerPlacementState::continuePlacement(RenderSymbolLayer& layer,
CollisionIndex& collisionIndex,
const bool showCollisionBoxes,
std::function<bool()> shouldPausePlacement) {
while (currentTileIndex < layer.renderTiles.size()) {
RenderTile& tile = layer.renderTiles[currentTileIndex++];
tile.tile.placeLayer(showCollisionBoxes, collisionIndex, layer.impl());
if (shouldPausePlacement()) {
return true;
}
}
return false;
}
PlacementState::PlacementState(const TransformState& transformState,
const std::vector<RenderLayer>& order,
const bool forceFullPlacement_,
const bool showCollisionBoxes_,
Duration fadeDuration,
optional<PlacementState>& previousPlacement)
: collisionIndex(transformState)
, currentLayerIndex(order.size() - 1)
, forceFullPlacement(forceFullPlacement_)
, showCollisionBoxes(showCollisionBoxes_)
{
if (forceFullPlacement || !previousPlacement) {
delayUntil = TimePoint();
} else {
delayUntil = previousPlacement->delayUntil + Milliseconds(300);
}
if (previousPlacement) {
collisionFadeTimes = previousPlacement->collisionFadeTimes;
} else {
collisionFadeTimes = { TimePoint::min(), fadeDuration };
}
}
void PlacementState::continuePlacement(std::vector<RenderLayer>& order, std::vector<RenderSource>& sources) {
const TimePoint startTime;
if (startTime < delayUntil) return;
auto shouldPausePlacement = [&] () {
const Duration elapsedTime = TimePoint() - startTime;
return forceFullPlacement ? false : elapsedTime > Milliseconds(2);
};
do {
RenderLayer& renderLayer = order[currentLayerIndex];
if (renderLayer.is<RenderSymbolLayer>()) {
if (inProgressLayer) {
inProgressLayer = LayerPlacementState();
}
bool pausePlacement = inProgressLayer->continuePlacement(*renderLayer.as<RenderSymbolLayer>(),
collisionIndex,
showCollisionBoxes,
shouldPausePlacement);
if (pausePlacement) {
// We didn't finish placing all layers within 2ms,
// but we can keep rendering with a partial placement
// We'll resume here on the next frame
return;
}
inProgressLayer = std::experimental::nullopt;
}
currentLayerIndex--;
} while (currentLayerIndex > 0);
for (RenderSource& source : sources) {
auto tiles = source.getRenderTiles();
for (RenderTile& tile : tiles) {
tile.tile.commitPlacement(collisionIndex, collisionFadeTimes);
}
}
done = true;
}
bool PlacementState::stillFading() const {
return TimePoint() < collisionFadeTimes.latestStart + collisionFadeTimes.fadeDuration;
}
}; // mbgl
|