[core] Cleanup in response to review comments.

This commit is contained in:
Chris Loer
2017-11-13 11:12:03 -08:00
committed by Chris Loer
parent 8cfeae9e45
commit c39232a89f
16 changed files with 213 additions and 195 deletions

View File

@@ -30,9 +30,9 @@ public:
CanonicalTileID scaledTo(uint8_t z) const;
std::array<CanonicalTileID, 4> children() const;
const uint8_t z;
const uint32_t x;
const uint32_t y;
uint8_t z;
uint32_t x;
uint32_t y;
};
::std::ostream& operator<<(::std::ostream& os, const CanonicalTileID& rhs);

View File

@@ -25,21 +25,17 @@ public:
, sourceLayerName(std::move(sourceLayerName_))
, bucketName(std::move(bucketName_))
, sortIndex(sortIndex_)
, z(0)
, x(0)
, y(0)
, tileID(0, 0, 0)
{}
IndexedSubfeature(std::size_t index_, std::string sourceLayerName_, std::string bucketName_, size_t sortIndex_,
std::string sourceID_, uint8_t z_, uint32_t x_, uint32_t y_)
std::string sourceID_, CanonicalTileID tileID_)
: index(index_)
, sourceLayerName(std::move(sourceLayerName_))
, bucketName(std::move(bucketName_))
, sortIndex(std::move(sortIndex_))
, sourceID(std::move(sourceID_))
, z(z_)
, x(x_)
, y(y_)
, tileID(std::move(tileID_))
{}
size_t index;
@@ -49,9 +45,7 @@ public:
// Only used for symbol features
std::string sourceID;
uint8_t z;
uint32_t x;
uint32_t y;
CanonicalTileID tileID;
};
class FeatureIndex {

View File

@@ -61,7 +61,7 @@ public:
optional<std::pair<BinaryProgramFormat, std::string>> getBinaryProgram(ProgramID) const;
template <class Vertex, class DrawMode>
VertexBuffer<Vertex, DrawMode> createVertexBuffer(VertexVector<Vertex, DrawMode>&& v, const BufferUsage usage=BufferUsage::StaticDraw) {
VertexBuffer<Vertex, DrawMode> createVertexBuffer(VertexVector<Vertex, DrawMode>&& v, const BufferUsage usage = BufferUsage::StaticDraw) {
return VertexBuffer<Vertex, DrawMode> {
v.vertexSize(),
createVertexBuffer(v.data(), v.byteSize(), usage)
@@ -75,7 +75,7 @@ public:
}
template <class DrawMode>
IndexBuffer<DrawMode> createIndexBuffer(IndexVector<DrawMode>&& v, const BufferUsage usage=BufferUsage::StaticDraw) {
IndexBuffer<DrawMode> createIndexBuffer(IndexVector<DrawMode>&& v, const BufferUsage usage = BufferUsage::StaticDraw) {
return IndexBuffer<DrawMode> {
v.indexSize(),
createIndexBuffer(v.data(), v.byteSize(), usage)

View File

@@ -32,7 +32,7 @@ SymbolInstance::SymbolInstance(Anchor& anchor_,
// Create the collision features that will be used to check whether this symbol instance can be placed
textCollisionFeature(line_, anchor, shapedTextOrientations.first, textBoxScale, textPadding, textPlacement, indexedFeature, overscaling),
iconCollisionFeature(line_, anchor, shapedIcon, iconBoxScale, iconPadding, SymbolPlacementType::Point, indexedFeature),
iconCollisionFeature(line_, anchor, shapedIcon, iconBoxScale, iconPadding, indexedFeature),
featureIndex(featureIndex_),
textOffset(textOffset_),
iconOffset(iconOffset_),

View File

@@ -293,7 +293,7 @@ void SymbolLayout::addFeature(const std::size_t index,
const float textRepeatDistance = symbolSpacing / 2;
IndexedSubfeature indexedFeature(feature.index, sourceLayer->getName(), bucketName, symbolInstances.size(),
sourceID, tileID.canonical.z, tileID.canonical.x, tileID.canonical.y);
sourceID, tileID.canonical);
auto addSymbolInstance = [&] (const GeometryCoordinates& line, Anchor& anchor) {
// https://github.com/mapbox/vector-tile-spec/tree/master/2.1#41-layers
@@ -320,7 +320,7 @@ void SymbolLayout::addFeature(const std::size_t index,
symbolInstances.size(),
textBoxScale, textPadding, textPlacement, textOffset,
iconBoxScale, iconPadding, iconOffset,
glyphPositionMap, indexedFeature, index, feature.text ? *feature.text : std::u16string{}, overscaling);
glyphPositionMap, indexedFeature, index, feature.text.value_or(std::u16string()), overscaling);
}
};

View File

@@ -294,7 +294,7 @@ namespace mbgl {
std::vector<PlacedGlyph> placedGlyphs;
if (symbol.glyphOffsets.size() > 1) {
const optional<std::pair<PlacedGlyph,PlacedGlyph>> firstAndLastGlyph =
const optional<std::pair<PlacedGlyph, PlacedGlyph>> firstAndLastGlyph =
placeFirstAndLastGlyph(fontScale, lineOffsetX, lineOffsetY, flip, projectedAnchorPoint, symbol.anchorPoint, symbol, labelPlaneMatrix, false);
if (!firstAndLastGlyph) {
return PlacementResult::NotEnoughRoom;

View File

@@ -56,51 +56,50 @@ public:
}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
const UniformValues& uniformValues,
const gl::VertexBuffer<CollisionBoxLayoutAttributes::Vertex>& layoutVertexBuffer,
const gl::VertexBuffer<CollisionBoxDynamicAttributes::Vertex>& dynamicVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom,
const std::string& layerID) {
typename AllUniforms::Values allUniformValues = uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
const UniformValues& uniformValues,
const gl::VertexBuffer<CollisionBoxLayoutAttributes::Vertex>& layoutVertexBuffer,
const gl::VertexBuffer<CollisionBoxDynamicAttributes::Vertex>& dynamicVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom,
const std::string& layerID) {
typename AllUniforms::Values allUniformValues = uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
typename Attributes::Bindings allAttributeBindings = CollisionBoxLayoutAttributes::bindings(layoutVertexBuffer)
.concat(CollisionBoxDynamicAttributes::bindings(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
typename Attributes::Bindings allAttributeBindings = CollisionBoxLayoutAttributes::bindings(layoutVertexBuffer)
.concat(CollisionBoxDynamicAttributes::bindings(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
assert(layoutVertexBuffer.vertexCount == dynamicVertexBuffer.vertexCount);
assert(layoutVertexBuffer.vertexCount == dynamicVertexBuffer.vertexCount);
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
}
}
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
}
}
};
@@ -135,49 +134,48 @@ public:
}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
const UniformValues& uniformValues,
const gl::VertexBuffer<CollisionBoxLayoutAttributes::Vertex>& layoutVertexBuffer,
const gl::VertexBuffer<CollisionBoxDynamicAttributes::Vertex>& dynamicVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom,
const std::string& layerID) {
typename AllUniforms::Values allUniformValues = uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
const UniformValues& uniformValues,
const gl::VertexBuffer<CollisionBoxLayoutAttributes::Vertex>& layoutVertexBuffer,
const gl::VertexBuffer<CollisionBoxDynamicAttributes::Vertex>& dynamicVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const PaintPropertyBinders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom,
const std::string& layerID) {
typename AllUniforms::Values allUniformValues = uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
typename Attributes::Bindings allAttributeBindings = CollisionBoxLayoutAttributes::bindings(layoutVertexBuffer)
.concat(CollisionBoxDynamicAttributes::bindings(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
typename Attributes::Bindings allAttributeBindings = CollisionBoxLayoutAttributes::bindings(layoutVertexBuffer)
.concat(CollisionBoxDynamicAttributes::bindings(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
}
}
};
using CollisionBoxVertex = CollisionBoxProgram::LayoutVertex;

View File

@@ -179,6 +179,7 @@ void SymbolBucket::sortFeatures(const float angle) {
// To avoid sorting the actual symbolInstance array we sort an array of indexes.
std::vector<size_t> symbolInstanceIndexes;
symbolInstanceIndexes.reserve(symbolInstances.size());
for (size_t i = 0; i < symbolInstances.size(); i++) {
symbolInstanceIndexes.push_back(i);
}

View File

@@ -81,10 +81,14 @@ public:
friend std::string layoutKey(const RenderLayer&);
protected:
// renderTiles are exposed directly to CrossTileSymbolIndex and Placement so they
// can update opacities in the symbol buckets immediately before rendering
friend class CrossTileSymbolIndex;
friend class Placement;
// Stores current set of tiles to be rendered for this layer.
std::vector<std::reference_wrapper<RenderTile>> renderTiles;
protected:
// Stores what render passes this layer is currently enabled for. This depends on the
// evaluated StyleProperties object and is updated accordingly.
RenderPass passes = RenderPass::None;

View File

@@ -23,7 +23,6 @@
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/transition_options.hpp>
#include <mbgl/text/glyph_manager.hpp>
#include <mbgl/text/cross_tile_symbol_index.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/string.hpp>
@@ -58,7 +57,6 @@ Renderer::Impl::Impl(RendererBackend& backend_,
, sourceImpls(makeMutable<std::vector<Immutable<style::Source::Impl>>>())
, layerImpls(makeMutable<std::vector<Immutable<style::Layer::Impl>>>())
, renderLight(makeMutable<Light::Impl>())
, crossTileSymbolIndex(std::make_unique<CrossTileSymbolIndex>())
, placement(std::make_unique<Placement>(TransformState{}, MapMode::Static)) {
glyphManager->setObserver(this);
}
@@ -368,11 +366,11 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
bool symbolBucketsChanged = false;
if (parameters.mapMode != MapMode::Continuous) {
// TODO: Think about right way for symbol index to handle still rendering
crossTileSymbolIndex->reset();
crossTileSymbolIndex.reset();
}
for (auto it = order.rbegin(); it != order.rend(); ++it) {
if (it->layer.is<RenderSymbolLayer>()) {
if (crossTileSymbolIndex->addLayer(*it->layer.as<RenderSymbolLayer>())) symbolBucketsChanged = true;
if (crossTileSymbolIndex.addLayer(*it->layer.as<RenderSymbolLayer>())) symbolBucketsChanged = true;
}
}
@@ -622,7 +620,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
observer->onDidFinishRenderingFrame(
loaded ? RendererObserver::RenderMode::Full : RendererObserver::RenderMode::Partial,
updateParameters.mode == MapMode::Continuous && (hasTransitions(parameters.timePoint))
updateParameters.mode == MapMode::Continuous && hasTransitions(parameters.timePoint)
);
if (!loaded) {

View File

@@ -9,6 +9,7 @@
#include <mbgl/style/layer.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/map/zoom_history.hpp>
#include <mbgl/text/cross_tile_symbol_index.hpp>
#include <mbgl/text/glyph_manager_observer.hpp>
#include <mbgl/text/placement.hpp>
@@ -108,7 +109,7 @@ private:
std::unordered_map<std::string, std::unique_ptr<RenderLayer>> renderLayers;
RenderLight renderLight;
std::unique_ptr<CrossTileSymbolIndex> crossTileSymbolIndex;
CrossTileSymbolIndex crossTileSymbolIndex;
std::unique_ptr<Placement> placement;
bool contextLost = false;

View File

@@ -56,19 +56,26 @@ public:
: CollisionFeature(line, anchor, shapedText.top, shapedText.bottom, shapedText.left, shapedText.right, boxScale, padding, placement, indexedFeature_, overscaling) {}
// for icons
// Icons collision features are always SymbolPlacementType::Point, which means the collision feature
// will be viewport-rotation-aligned even if the icon is map-rotation-aligned (e.g. `icon-rotation-alignment: map`
// _or_ `symbol-placement: line`). We're relying on most icons being "close enough" to square that having
// incorrect rotation alignment doesn't throw off collision detection too much.
// See: https://github.com/mapbox/mapbox-gl-js/issues/4861
CollisionFeature(const GeometryCoordinates& line,
const Anchor& anchor,
optional<PositionedIcon> shapedIcon,
const float boxScale,
const float padding,
const style::SymbolPlacementType placement,
const IndexedSubfeature& indexedFeature_)
: CollisionFeature(line, anchor,
(shapedIcon ? shapedIcon->top() : 0),
(shapedIcon ? shapedIcon->bottom() : 0),
(shapedIcon ? shapedIcon->left() : 0),
(shapedIcon ? shapedIcon->right() : 0),
boxScale, padding, placement, indexedFeature_, 1) {}
boxScale,
padding,
style::SymbolPlacementType::Point,
indexedFeature_, 1) {}
CollisionFeature(const GeometryCoordinates& line,
const Anchor&,

View File

@@ -241,6 +241,25 @@ void CollisionIndex::insertFeature(CollisionFeature& feature, bool ignorePlaceme
}
}
bool polygonIntersectsBox(const LineString<float>& polygon, const GridIndex<IndexedSubfeature>::BBox& bbox) {
// This is just a wrapper that allows us to use the integer-based util::polygonIntersectsPolygon
// Conversion limits our query accuracy to single-pixel resolution
GeometryCoordinates integerPolygon;
for (const auto& point : polygon) {
integerPolygon.push_back(convertPoint<int16_t>(point));
}
int16_t minX1 = bbox.min.x;
int16_t maxY1 = bbox.max.y;
int16_t minY1 = bbox.min.y;
int16_t maxX1 = bbox.max.x;
auto bboxPoints = GeometryCoordinates {
{ minX1, minY1 }, { maxX1, minY1 }, { maxX1, maxY1 }, { minX1, maxY1 }
};
return util::polygonIntersectsPolygon(integerPolygon, bboxPoints);
}
std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const GeometryCoordinates& queryGeometry, const UnwrappedTileID& tileID, const std::string& sourceID) const {
std::vector<IndexedSubfeature> result;
if (queryGeometry.empty() || (collisionGrid.empty() && ignoredGrid.empty())) {
@@ -253,14 +272,10 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
transformState.matrixFor(posMatrix, tileID);
matrix::multiply(posMatrix, projMatrix, posMatrix);
// Two versions of the query here just because util::polygonIntersectsPolygon requires
// GeometryCoordinates (based on int16_t). Otherwise, work with floats.
GeometryCoordinates projectedPolygon;
// queryGeometry is specified in integer tile units, but in projecting we switch to float pixels
LineString<float> projectedQuery;
for (const auto& point : queryGeometry) {
auto projected = projectPoint(posMatrix, convertPoint<float>(point));
projectedPolygon.push_back(convertPoint<int16_t>(projected));
projectedQuery.push_back(projected);
}
@@ -273,8 +288,7 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
for (auto& queryResult : features) {
auto& feature = queryResult.first;
CanonicalTileID featureTileID(feature.z, feature.x, feature.y);
if (feature.sourceID == sourceID && featureTileID == tileID.canonical) {
if (feature.sourceID == sourceID && feature.tileID == tileID.canonical) {
// We only have to filter on the canonical ID because even if the feature is showing multiple times
// we treat it as one feature.
thisTileFeatures.push_back(queryResult);
@@ -284,8 +298,7 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
std::vector<QueryResult> ignoredFeatures = ignoredGrid.queryWithBoxes(envelope);
for (auto& queryResult : ignoredFeatures) {
auto& feature = queryResult.first;
CanonicalTileID featureTileID(feature.z, feature.x, feature.y);
if (feature.sourceID == sourceID && featureTileID == tileID.canonical) {
if (feature.sourceID == sourceID && feature.tileID == tileID.canonical) {
thisTileFeatures.push_back(queryResult);
}
}
@@ -301,18 +314,10 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
continue;
seenFeatures.insert(feature.index);
int16_t minX1 = bbox.min.x;
int16_t maxY1 = bbox.max.y;
int16_t minY1 = bbox.min.y;
int16_t maxX1 = bbox.max.x;
auto bboxPoints = GeometryCoordinates {
{ minX1, minY1 }, { maxX1, minY1 }, { maxX1, maxY1 }, { minX1, maxY1 }
};
if (!util::polygonIntersectsPolygon(projectedPolygon, bboxPoints))
if (!polygonIntersectsBox(projectedQuery, bbox)) {
continue;
}
result.push_back(feature);
}

View File

@@ -9,82 +9,82 @@
namespace mbgl {
class RenderSymbolLayer;
class SymbolBucket;
class RenderSymbolLayer;
class SymbolBucket;
class OpacityState {
public:
OpacityState(bool placed, bool offscreen);
OpacityState(const OpacityState& prevOpacityState, float increment, bool placed);
bool isHidden() const;
float opacity;
bool placed;
};
class OpacityState {
public:
OpacityState(bool placed, bool offscreen);
OpacityState(const OpacityState& prevOpacityState, float increment, bool placed);
bool isHidden() const;
float opacity;
bool placed;
};
class JointOpacityState {
public:
JointOpacityState(bool placedIcon, bool placedText, bool offscreen);
JointOpacityState(const JointOpacityState& prevOpacityState, float increment, bool placedIcon, bool placedText);
bool isHidden() const;
OpacityState icon;
OpacityState text;
};
class JointOpacityState {
public:
JointOpacityState(bool placedIcon, bool placedText, bool offscreen);
JointOpacityState(const JointOpacityState& prevOpacityState, float increment, bool placedIcon, bool placedText);
bool isHidden() const;
OpacityState icon;
OpacityState text;
};
class JointPlacement {
public:
JointPlacement(bool text_, bool icon_, bool offscreen_)
: text(text_), icon(icon_), offscreen(offscreen_)
{}
const bool text;
const bool icon;
// offscreen = outside viewport, but within CollisionIndex::viewportPadding px of the edge
// Because these symbols aren't onscreen yet, we can skip the "fade in" animation,
// and if a subsequent viewport change brings them into view, they'll be fully
// visible right away.
const bool offscreen;
};
class JointPlacement {
public:
JointPlacement(bool text_, bool icon_, bool offscreen_)
: text(text_), icon(icon_), offscreen(offscreen_)
{}
class Placement {
public:
Placement(const TransformState&, MapMode mapMode);
void placeLayer(RenderSymbolLayer&, const mat4&, bool showCollisionBoxes);
bool commit(const Placement& prevPlacement, TimePoint);
void updateLayerOpacities(RenderSymbolLayer&);
JointOpacityState getOpacity(uint32_t crossTileSymbolID) const;
float symbolFadeChange(TimePoint now) const;
bool hasTransitions(TimePoint now) const;
const bool text;
const bool icon;
// offscreen = outside viewport, but within CollisionIndex::viewportPadding px of the edge
// Because these symbols aren't onscreen yet, we can skip the "fade in" animation,
// and if a subsequent viewport change brings them into view, they'll be fully
// visible right away.
const bool offscreen;
};
const CollisionIndex& getCollisionIndex() const;
bool stillRecent(TimePoint now) const;
void setRecent(TimePoint now);
void setStale();
private:
class Placement {
public:
Placement(const TransformState&, MapMode mapMode);
void placeLayer(RenderSymbolLayer&, const mat4&, bool showCollisionBoxes);
bool commit(const Placement& prevPlacement, TimePoint);
void updateLayerOpacities(RenderSymbolLayer&);
JointOpacityState getOpacity(uint32_t crossTileSymbolID) const;
float symbolFadeChange(TimePoint now) const;
bool hasTransitions(TimePoint now) const;
void placeLayerBucket(
SymbolBucket&,
const mat4& posMatrix,
const mat4& textLabelPlaneMatrix,
const mat4& iconLabelPlaneMatrix,
const float scale,
const float pixelRatio,
const bool showCollisionBoxes,
std::unordered_set<uint32_t>& seenCrossTileIDs);
const CollisionIndex& getCollisionIndex() const;
void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
CollisionIndex collisionIndex;
bool stillRecent(TimePoint now) const;
void setRecent(TimePoint now);
void setStale();
private:
TransformState state;
MapMode mapMode;
TimePoint commitTime;
void placeLayerBucket(
SymbolBucket&,
const mat4& posMatrix,
const mat4& textLabelPlaneMatrix,
const mat4& iconLabelPlaneMatrix,
const float scale,
const float pixelRatio,
const bool showCollisionBoxes,
std::unordered_set<uint32_t>& seenCrossTileIDs);
std::unordered_map<uint32_t, JointPlacement> placements;
std::unordered_map<uint32_t, JointOpacityState> opacities;
TimePoint recentUntil;
bool stale = false;
};
void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
CollisionIndex collisionIndex;
TransformState state;
MapMode mapMode;
TimePoint commitTime;
std::unordered_map<uint32_t, JointPlacement> placements;
std::unordered_map<uint32_t, JointOpacityState> opacities;
TimePoint recentUntil;
bool stale = false;
};
} // namespace mbgl

View File

@@ -8,7 +8,6 @@
#include <mbgl/util/throttler.hpp>
#include <mbgl/actor/actor.hpp>
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/layout/symbol_layout.hpp>
#include <atomic>
#include <memory>
@@ -127,7 +126,6 @@ private:
optional<PremultipliedImage> iconAtlasImage;
std::unordered_map<std::string, std::shared_ptr<Bucket>> symbolBuckets;
std::unordered_map<std::string, std::unique_ptr<SymbolLayout>> symbolLayouts;
const MapMode mode;

View File

@@ -41,6 +41,18 @@ GeometryTileWorker::GeometryTileWorker(ActorRef<GeometryTileWorker> self_,
GeometryTileWorker::~GeometryTileWorker() = default;
/*
NOTE: The comments below are technically correct, but currently
conceptually misleading. The change to foreground label placement
means that:
(1) "placement" here is a misnomer: the remaining role of
"attemptPlacement" is symbol buffer generation
(2) Once a tile has completed layout, we will only run
"attemptPlacement" once
(3) Tiles won't be rendered until "attemptPlacement" has run once
TODO: Simplify GeometryTileWorker to fit its new role
https://github.com/mapbox/mapbox-gl-native/issues/10457
GeometryTileWorker is a state machine. This is its transition diagram.
States are indicated by [state], lines are transitions triggered by
messages, (parentheses) are actions taken on transition.