Refactor tileCover to support lod tiles

This commit is contained in:
Mikko Pulkki
2020-03-23 18:21:13 +02:00
committed by Mikko Pulkki
parent 69dc210598
commit d0c103fa8f
16 changed files with 947 additions and 192 deletions

View File

@@ -21,19 +21,18 @@ void updateRenderables(GetTileFn getTile,
RenderTileFn renderTile,
const IdealTileIDs& idealTileIDs,
const Range<uint8_t>& zoomRange,
const uint8_t dataTileZoom,
const optional<uint8_t>& maxParentOverscaleFactor = nullopt) {
std::unordered_set<OverscaledTileID> checked;
bool covered;
int32_t overscaledZ;
// for (all in the set of ideal tiles of the source) {
for (const auto& idealRenderTileID : idealTileIDs) {
assert(idealRenderTileID.canonical.z >= zoomRange.min);
assert(idealRenderTileID.canonical.z <= zoomRange.max);
assert(dataTileZoom >= idealRenderTileID.canonical.z);
for (const auto& idealDataTileID : idealTileIDs) {
assert(idealDataTileID.canonical.z >= zoomRange.min);
assert(idealDataTileID.canonical.z <= zoomRange.max);
assert(idealDataTileID.overscaledZ >= idealDataTileID.canonical.z);
const OverscaledTileID idealDataTileID(dataTileZoom, idealRenderTileID.wrap, idealRenderTileID.canonical);
const UnwrappedTileID idealRenderTileID = idealDataTileID.toUnwrapped();
auto tile = getTile(idealDataTileID);
if (!tile) {
tile = createTile(idealDataTileID);
@@ -56,7 +55,7 @@ void updateRenderables(GetTileFn getTile,
// The tile isn't loaded yet, but retain it anyway because it's an ideal tile.
retainTile(*tile, TileNecessity::Required);
covered = true;
overscaledZ = dataTileZoom + 1;
overscaledZ = idealDataTileID.overscaledZ + 1;
if (overscaledZ > zoomRange.max) {
// We're looking for an overzoomed child tile.
const auto childDataTileID = idealDataTileID.scaledTo(overscaledZ);
@@ -85,11 +84,12 @@ void updateRenderables(GetTileFn getTile,
if (!covered) {
// We couldn't find child tiles that entirely cover the ideal tile.
for (overscaledZ = dataTileZoom - 1; overscaledZ >= zoomRange.min; --overscaledZ) {
for (overscaledZ = idealDataTileID.overscaledZ - 1; overscaledZ >= zoomRange.min; --overscaledZ) {
const auto parentDataTileID = idealDataTileID.scaledTo(overscaledZ);
// Request / render parent tile only if it's overscale factor is less than defined maximum.
if (maxParentOverscaleFactor && (dataTileZoom - overscaledZ) > *maxParentOverscaleFactor) {
if (maxParentOverscaleFactor &&
(idealDataTileID.overscaledZ - overscaledZ) > *maxParentOverscaleFactor) {
break;
}

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@@ -171,9 +171,12 @@ void TransformState::updateMatricesIfNeeded() const {
getProjMatrix(projectionMatrix);
coordMatrix = coordinatePointMatrix(projectionMatrix);
bool err = matrix::invert(invertedMatrix, coordMatrix);
bool err = matrix::invert(invProjectionMatrix, projectionMatrix);
if (err) throw std::runtime_error("failed to invert projectionMatrix");
err = matrix::invert(invertedMatrix, coordMatrix);
if (err) throw std::runtime_error("failed to invert coordinatePointMatrix");
requestMatricesUpdate = false;
}
@@ -182,6 +185,11 @@ const mat4& TransformState::getProjectionMatrix() const {
return projectionMatrix;
}
const mat4& TransformState::getInvProjectionMatrix() const {
updateMatricesIfNeeded();
return invProjectionMatrix;
}
const mat4& TransformState::getCoordMatrix() const {
updateMatricesIfNeeded();
return coordMatrix;

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@@ -216,6 +216,7 @@ public:
void constrain(double& scale, double& x, double& y) const;
const mat4& getProjectionMatrix() const;
const mat4& getInvProjectionMatrix() const;
private:
bool rotatedNorth() const;
@@ -282,6 +283,7 @@ private:
mutable bool requestMatricesUpdate{true};
mutable mat4 projectionMatrix;
mutable mat4 invProjectionMatrix;
mutable mat4 coordMatrix;
mutable mat4 invertedMatrix;
};

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@@ -116,14 +116,15 @@ void RenderBackgroundLayer::render(PaintParameters& parameters) {
uint32_t i = 0;
for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
const UnwrappedTileID unwrappedTileID = tileID.toUnwrapped();
draw(parameters.programs.getBackgroundLayerPrograms().backgroundPattern,
BackgroundPatternProgram::layoutUniformValues(parameters.matrixForTile(tileID),
BackgroundPatternProgram::layoutUniformValues(parameters.matrixForTile(unwrappedTileID),
evaluated.get<BackgroundOpacity>(),
parameters.patternAtlas.getPixelSize(),
*imagePosA,
*imagePosB,
crossfade,
tileID,
unwrappedTileID,
parameters.state),
BackgroundPatternProgram::TextureBindings{
textures::image::Value{parameters.patternAtlas.textureBinding()},
@@ -141,7 +142,7 @@ void RenderBackgroundLayer::render(PaintParameters& parameters) {
for (const auto& tileID : util::tileCover(parameters.state, parameters.state.getIntegerZoom())) {
draw(parameters.programs.getBackgroundLayerPrograms().background,
BackgroundProgram::LayoutUniformValues{
uniforms::matrix::Value(parameters.matrixForTile(tileID)),
uniforms::matrix::Value(parameters.matrixForTile(tileID.toUnwrapped())),
uniforms::color::Value(evaluated.get<BackgroundColor>()),
uniforms::opacity::Value(evaluated.get<BackgroundOpacity>()),
},

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@@ -91,8 +91,8 @@ void TilePyramid::update(const std::vector<Immutable<style::LayerProperties>>& l
int32_t tileZoom = overscaledZoom;
int32_t panZoom = zoomRange.max;
std::vector<UnwrappedTileID> idealTiles;
std::vector<UnwrappedTileID> panTiles;
std::vector<OverscaledTileID> idealTiles;
std::vector<OverscaledTileID> panTiles;
if (overscaledZoom >= zoomRange.min) {
int32_t idealZoom = std::min<int32_t>(zoomRange.max, overscaledZoom);
@@ -118,7 +118,7 @@ void TilePyramid::update(const std::vector<Immutable<style::LayerProperties>>& l
}
}
idealTiles = util::tileCover(parameters.transformState, idealZoom);
idealTiles = util::tileCover(parameters.transformState, idealZoom, tileZoom);
}
// Stores a list of all the tiles that we're definitely going to retain. There are two
@@ -185,18 +185,11 @@ void TilePyramid::update(const std::vector<Immutable<style::LayerProperties>>& l
[](const UnwrappedTileID&, Tile&) {},
panTiles,
zoomRange,
panZoom,
maxParentTileOverscaleFactor);
}
algorithm::updateRenderables(getTileFn,
createTileFn,
retainTileFn,
renderTileFn,
idealTiles,
zoomRange,
tileZoom,
maxParentTileOverscaleFactor);
algorithm::updateRenderables(
getTileFn, createTileFn, retainTileFn, renderTileFn, idealTiles, zoomRange, maxParentTileOverscaleFactor);
for (auto previouslyRenderedTile : previouslyRenderedTiles) {
Tile& tile = previouslyRenderedTile.second;

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@@ -0,0 +1,283 @@
#include <mbgl/util/bounding_volumes.hpp>
#include <algorithm>
#include <cassert>
#include <cmath>
namespace mbgl {
namespace {
vec3 toVec3(const vec4& v) {
return vec3{v[0], v[1], v[2]};
}
vec3 vec3Sub(const vec3& a, const vec3& b) {
return vec3{a[0] - b[0], a[1] - b[1], a[2] - b[2]};
}
vec3 vec3Scale(const vec3& a, double s) {
return vec3{a[0] * s, a[1] * s, a[2] * s};
}
vec3 vec3Cross(const vec3& a, const vec3& b) {
return vec3{a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]};
}
double vec3Dot(const vec3& a, const vec3& b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
double vec3LengthSq(const vec3& a) {
return vec3Dot(a, a);
}
double vec3Length(const vec3& a) {
return std::sqrt(vec3LengthSq(a));
}
vec3 vec3Normalize(const vec3& a) {
return vec3Scale(a, 1.0 / vec3Length(a));
}
double vec4Dot(const vec4& a, const vec4& b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
template <size_t N>
static Point<double> ProjectPointsToAxis(const std::array<vec3, N>& points, const vec3& origin, const vec3& axis) {
double min = std::numeric_limits<double>::max();
double max = -std::numeric_limits<double>::max();
for (const vec3& point : points) {
double projectedPoint = vec3Dot(vec3Sub(point, origin), axis);
min = std::min(projectedPoint, min);
max = std::max(projectedPoint, max);
}
return {min, max};
}
} // namespace
namespace util {
AABB::AABB() : min({0, 0, 0}), max({0, 0, 0}) {}
AABB::AABB(const vec3& min_, const vec3& max_) : min(min_), max(max_) {}
vec3 AABB::closestPoint(const vec3& point) const {
return {std::max(std::min(max[0], point[0]), min[0]),
std::max(std::min(max[1], point[1]), min[1]),
std::max(std::min(max[2], point[2]), min[2])};
}
vec3 AABB::distanceXYZ(const vec3& point) const {
vec3 vec = vec3Sub(closestPoint(point), point);
vec[0] = std::abs(vec[0]);
vec[1] = std::abs(vec[1]);
vec[2] = std::abs(vec[2]);
return vec;
}
AABB AABB::quadrant(int idx) const {
assert(idx >= 0 && idx < 4);
vec3 quadrantMin = min;
vec3 quadrantMax = max;
const double xCenter = 0.5 * (max[0] + min[0]);
const double yCenter = 0.5 * (max[1] + min[1]);
// This aabb is split into 4 quadrants. For each axis define in which side of the split "idx" is
// The result for indices 0, 1, 2, 3 is: { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 }
const std::array<int, 4> xSplit = {0, 1, 0, 1};
const std::array<int, 4> ySplit = {0, 0, 1, 1};
quadrantMin[0] = xSplit[idx] ? xCenter : quadrantMin[0];
quadrantMax[0] = xSplit[idx] ? quadrantMax[0] : xCenter;
quadrantMin[1] = ySplit[idx] ? yCenter : quadrantMin[1];
quadrantMax[1] = ySplit[idx] ? quadrantMax[1] : yCenter;
return {quadrantMin, quadrantMax};
}
bool AABB::intersects(const AABB& aabb) const {
if (min[0] > aabb.max[0] || aabb.min[0] > max[0]) return false;
if (min[1] > aabb.max[1] || aabb.min[1] > max[1]) return false;
if (min[2] > aabb.max[2] || aabb.min[2] > max[2]) return false;
return true;
}
bool AABB::operator==(const AABB& aabb) const {
return min == aabb.min && max == aabb.max;
}
bool AABB::operator!=(const AABB& aabb) const {
return !(*this == aabb);
}
// Named index values for frustum::points array
enum {
near_tl = 0,
near_tr = 1,
near_br = 2,
near_bl = 3,
far_tl = 4,
far_tr = 5,
far_br = 6,
far_bl = 7,
};
Frustum::Frustum(const std::array<vec3, 8>& points_, const std::array<vec4, 6>& planes_)
: points(points_), planes(planes_) {
const Point<double> xBounds = ProjectPointsToAxis(points, {0, 0, 0}, {1, 0, 0});
const Point<double> yBounds = ProjectPointsToAxis(points, {0, 0, 0}, {0, 1, 0});
const Point<double> zBounds = ProjectPointsToAxis(points, {0, 0, 0}, {0, 0, 1});
bounds = AABB({xBounds.x, yBounds.x, zBounds.x}, {xBounds.y, yBounds.y, zBounds.y});
// Precompute a set of separating axis candidates for precise intersection tests.
// Remaining axes not covered in basic intersection tests are: axis[] = (edges of aabb) x (edges of frustum)
std::array<vec3, 6> frustumEdges = {vec3Sub(points[near_br], points[near_bl]),
vec3Sub(points[near_tl], points[near_bl]),
vec3Sub(points[far_tl], points[near_tl]),
vec3Sub(points[far_tr], points[near_tr]),
vec3Sub(points[far_br], points[near_br]),
vec3Sub(points[far_bl], points[near_bl])};
for (size_t i = 0; i < frustumEdges.size(); i++) {
// Cross product [1, 0, 0] x [a, b, c] == [0, -c, b]
// Cross product [0, 1, 0] x [a, b, c] == [c, 0, -a]
const vec3 axis0 = {0.0, -frustumEdges[i][2], frustumEdges[i][1]};
const vec3 axis1 = {frustumEdges[i][2], 0.0, -frustumEdges[i][0]};
projections[i * 2] = {axis0, ProjectPointsToAxis(points, points[0], axis0)};
projections[i * 2 + 1] = {axis1, ProjectPointsToAxis(points, points[0], axis1)};
}
}
Frustum Frustum::fromInvProjMatrix(const mat4& invProj, double worldSize, double zoom, bool flippedY) {
// Define frustum corner points in normalized clip space
std::array<vec4, 8> cornerCoords = {vec4{-1.0, 1.0, -1.0, 1.0},
vec4{1.0, 1.0, -1.0, 1.0},
vec4{1.0, -1.0, -1.0, 1.0},
vec4{-1.0, -1.0, -1.0, 1.0},
vec4{-1.0, 1.0, 1.0, 1.0},
vec4{1.0, 1.0, 1.0, 1.0},
vec4{1.0, -1.0, 1.0, 1.0},
vec4{-1.0, -1.0, 1.0, 1.0}};
const double scale = std::pow(2.0, zoom);
// Transform points to tile space
for (auto& coord : cornerCoords) {
matrix::transformMat4(coord, coord, invProj);
for (auto& component : coord) component *= 1.0 / coord[3] / worldSize * scale;
}
std::array<vec3i, 6> frustumPlanePointIndices = {
vec3i{near_bl, near_br, far_br}, // bottom
vec3i{near_tl, near_bl, far_bl}, // left
vec3i{near_br, near_tr, far_tr}, // right
vec3i{near_tl, far_tl, far_tr}, // top
vec3i{near_tl, near_tr, near_br}, // near
vec3i{far_br, far_tr, far_tl} // far
};
if (flippedY) {
std::for_each(frustumPlanePointIndices.begin(), frustumPlanePointIndices.end(), [](vec3i& tri) {
std::swap(tri[1], tri[2]);
});
}
std::array<vec4, 6> frustumPlanes;
for (std::size_t i = 0; i < frustumPlanePointIndices.size(); i++) {
const vec3i indices = frustumPlanePointIndices[i];
// Compute plane equation using 3 points on the plane
const vec3 p0 = toVec3(cornerCoords[indices[0]]);
const vec3 p1 = toVec3(cornerCoords[indices[1]]);
const vec3 p2 = toVec3(cornerCoords[indices[2]]);
const vec3 a = vec3Sub(p0, p1);
const vec3 b = vec3Sub(p2, p1);
const vec3 n = vec3Normalize(vec3Cross(a, b));
frustumPlanes[i] = {n[0], n[1], n[2], -vec3Dot(n, p1)};
}
std::array<vec3, 8> frustumPoints;
for (size_t i = 0; i < cornerCoords.size(); i++) frustumPoints[i] = toVec3(cornerCoords[i]);
return {frustumPoints, frustumPlanes};
}
IntersectionResult Frustum::intersects(const AABB& aabb) const {
// Execute separating axis test between two convex objects to find intersections
// Each frustum plane together with 3 major axes define the separating axes
// This implementation is conservative as it's not checking all possible axes.
// False positive rate is ~0.5% of all cases (see intersectsPrecise).
// Note: test only 4 points as both min and max points have zero elevation
assert(aabb.min[2] == 0.0 && aabb.max[2] == 0.0);
if (!bounds.intersects(aabb)) return IntersectionResult::Separate;
const std::array<vec4, 4> aabbPoints = {
vec4{aabb.min[0], aabb.min[1], 0.0, 1.0},
vec4{aabb.max[0], aabb.min[1], 0.0, 1.0},
vec4{aabb.max[0], aabb.max[1], 0.0, 1.0},
vec4{aabb.min[0], aabb.max[1], 0.0, 1.0},
};
bool fullyInside = true;
for (const vec4& plane : planes) {
size_t pointsInside = 0;
pointsInside += vec4Dot(plane, aabbPoints[0]) >= 0.0;
pointsInside += vec4Dot(plane, aabbPoints[1]) >= 0.0;
pointsInside += vec4Dot(plane, aabbPoints[2]) >= 0.0;
pointsInside += vec4Dot(plane, aabbPoints[3]) >= 0.0;
if (!pointsInside) {
// Separating axis found, no intersection
return IntersectionResult::Separate;
}
if (pointsInside != aabbPoints.size()) fullyInside = false;
}
return fullyInside ? IntersectionResult::Contains : IntersectionResult::Intersects;
}
IntersectionResult Frustum::intersectsPrecise(const AABB& aabb, bool edgeCasesOnly) const {
if (!edgeCasesOnly) {
IntersectionResult result = intersects(aabb);
if (result == IntersectionResult::Separate) return result;
}
const std::array<vec3, 4> aabbPoints = {vec3{aabb.min[0], aabb.min[1], 0.0},
vec3{aabb.max[0], aabb.min[1], 0.0},
vec3{aabb.max[0], aabb.max[1], 0.0},
vec3{aabb.min[0], aabb.max[1], 0.0}};
// For a precise SAT-test all edge cases needs to be covered
// Projections of the frustum on separating axis candidates have been precomputed already
for (const Projection& proj : projections) {
Point<double> projectedAabb = ProjectPointsToAxis(aabbPoints, points[0], proj.axis);
const Point<double>& projectedFrustum = proj.projection;
if (projectedFrustum.y < projectedAabb.x || projectedFrustum.x > projectedAabb.y) {
return IntersectionResult::Separate;
}
}
return IntersectionResult::Intersects;
}
} // namespace util
} // namespace mbgl

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@@ -0,0 +1,68 @@
#pragma once
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/util/mat4.hpp>
namespace mbgl {
namespace util {
enum class IntersectionResult : int {
Separate,
Intersects,
Contains,
};
class AABB {
public:
AABB();
AABB(const vec3& min_, const vec3& max_);
vec3 closestPoint(const vec3& point) const;
// Computes the shortest manhattan distance to the provided point
vec3 distanceXYZ(const vec3& point) const;
// Creates an aabb covering one quadrant of the aabb on XZ-plane.
AABB quadrant(int idx) const;
bool intersects(const AABB& aabb) const;
bool operator==(const AABB& aabb) const;
bool operator!=(const AABB& aabb) const;
vec3 min;
vec3 max;
};
class Frustum {
public:
Frustum(const std::array<vec3, 8>& points_, const std::array<vec4, 6>& planes_);
static Frustum fromInvProjMatrix(const mat4& invProj, double worldSize, double zoom, bool flippedY = false);
// Performs conservative intersection test using separating axis theorem.
// Some accuracy is traded for better performance. False positive rate is < 1%
IntersectionResult intersects(const AABB& aabb) const;
// Performs precise intersection test using separating axis theorem.
// It is possible run only edge cases that were not covered in intersects()
IntersectionResult intersectsPrecise(const AABB& aabb, bool edgeCasesOnly = false) const;
const std::array<vec3, 8>& getPoints() const { return points; }
const std::array<vec4, 6>& getPlanes() const { return planes; }
private:
struct Projection {
vec3 axis;
Point<double> projection;
};
AABB bounds;
std::array<vec3, 8> points;
std::array<vec4, 6> planes;
std::array<Projection, 12> projections;
};
} // namespace util
} // namespace mbgl

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@@ -28,6 +28,7 @@ namespace mbgl {
using vec3 = std::array<double, 3>;
using vec3f = std::array<float, 3>;
using vec3i = std::array<int, 3>;
using mat3 = std::array<double, 9>;
namespace matrix {

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@@ -1,10 +1,11 @@
#include <mbgl/util/tile_cover.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/math/log2.hpp>
#include <mbgl/util/bounding_volumes.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/interpolate.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/util/tile_cover_impl.hpp>
#include <mbgl/util/tile_coordinate.hpp>
#include <mbgl/math/log2.hpp>
#include <mbgl/util/tile_cover.hpp>
#include <mbgl/util/tile_cover_impl.hpp>
#include <functional>
#include <list>
@@ -146,6 +147,128 @@ int32_t coveringZoomLevel(double zoom, style::SourceType type, uint16_t size) {
}
}
std::vector<OverscaledTileID> tileCover(const TransformState& state, uint8_t z, const optional<uint8_t>& overscaledZ) {
struct Node {
AABB aabb;
uint8_t zoom;
uint32_t x, y;
int16_t wrap;
bool fullyVisible;
};
struct ResultTile {
OverscaledTileID id;
double sqrDist;
};
const double numTiles = std::pow(2.0, z);
const double worldSize = Projection::worldSize(state.getScale());
const uint8_t minZoom = state.getPitch() <= (60.0 / 180.0) * M_PI ? z : 0;
const uint8_t maxZoom = z;
const uint8_t overscaledZoom = overscaledZ.value_or(z);
const bool flippedY = state.getViewportMode() == ViewportMode::FlippedY;
auto centerPoint =
TileCoordinate::fromScreenCoordinate(state, z, {state.getSize().width / 2.0, state.getSize().height / 2.0}).p;
vec3 centerCoord = {centerPoint.x, centerPoint.y, 0.0};
const Frustum frustum = Frustum::fromInvProjMatrix(state.getInvProjectionMatrix(), worldSize, z, flippedY);
// There should always be a certain number of maximum zoom level tiles surrounding the center location
const double radiusOfMaxLvlLodInTiles = 3;
const auto newRootTile = [&](int16_t wrap) -> Node {
return {AABB({wrap * numTiles, 0.0, 0.0}, {(wrap + 1) * numTiles, numTiles, 0.0}),
uint8_t(0),
uint16_t(0),
uint16_t(0),
wrap,
false};
};
// Perform depth-first traversal on tile tree to find visible tiles
std::vector<Node> stack;
std::vector<ResultTile> result;
stack.reserve(128);
// World copies shall be rendered three times on both sides from closest to farthest
for (int i = 1; i <= 3; i++) {
stack.push_back(newRootTile(-i));
stack.push_back(newRootTile(i));
}
stack.push_back(newRootTile(0));
while (!stack.empty()) {
Node node = stack.back();
stack.pop_back();
// Use cached visibility information of ancestor nodes
if (!node.fullyVisible) {
const IntersectionResult intersection = frustum.intersects(node.aabb);
if (intersection == IntersectionResult::Separate) continue;
node.fullyVisible = intersection == IntersectionResult::Contains;
}
const vec3 distanceXyz = node.aabb.distanceXYZ(centerCoord);
const double* longestDim = std::max_element(distanceXyz.data(), distanceXyz.data() + distanceXyz.size());
assert(longestDim);
// We're using distance based heuristics to determine if a tile should be split into quadrants or not.
// radiusOfMaxLvlLodInTiles defines that there's always a certain number of maxLevel tiles next to the map
// center. Using the fact that a parent node in quadtree is twice the size of its children (per dimension) we
// can define distance thresholds for each relative level: f(k) = offset + 2 + 4 + 8 + 16 + ... + 2^k. This is
// the same as "offset+2^(k+1)-2"
const double distToSplit = radiusOfMaxLvlLodInTiles + (1 << (maxZoom - node.zoom)) - 2;
// Have we reached the target depth or is the tile too far away to be any split further?
if (node.zoom == maxZoom || (*longestDim > distToSplit && node.zoom >= minZoom)) {
// Perform precise intersection test between the frustum and aabb. This will cull < 1% false positives
// missed by the original test
if (node.fullyVisible || frustum.intersectsPrecise(node.aabb, true) != IntersectionResult::Separate) {
const OverscaledTileID id = {
node.zoom == maxZoom ? overscaledZoom : node.zoom, node.wrap, node.zoom, node.x, node.y};
const double dx = node.wrap * numTiles + node.x + 0.5 - centerCoord[0];
const double dy = node.y + 0.5 - centerCoord[1];
result.push_back({id, dx * dx + dy * dy});
}
continue;
}
for (int i = 0; i < 4; i++) {
const uint32_t childX = (node.x << 1) + (i % 2);
const uint32_t childY = (node.y << 1) + (i >> 1);
// Create child node and push to the stack for traversal
Node child = node;
child.aabb = node.aabb.quadrant(i);
child.zoom = node.zoom + 1;
child.x = childX;
child.y = childY;
stack.push_back(child);
}
}
// Sort results by distance
std::sort(
result.begin(), result.end(), [](const ResultTile& a, const ResultTile& b) { return a.sqrDist < b.sqrDist; });
std::vector<OverscaledTileID> ids;
ids.reserve(result.size());
for (const auto& tile : result) {
ids.push_back(tile.id);
}
return ids;
}
std::vector<UnwrappedTileID> tileCover(const LatLngBounds& bounds_, uint8_t z) {
if (bounds_.isEmpty() ||
bounds_.south() > util::LATITUDE_MAX ||
@@ -166,20 +289,6 @@ std::vector<UnwrappedTileID> tileCover(const LatLngBounds& bounds_, uint8_t z) {
z);
}
std::vector<UnwrappedTileID> tileCover(const TransformState& state, uint8_t z) {
assert(state.valid());
const double w = state.getSize().width;
const double h = state.getSize().height;
return tileCover(
TileCoordinate::fromScreenCoordinate(state, z, { 0, 0 }).p,
TileCoordinate::fromScreenCoordinate(state, z, { w, 0 }).p,
TileCoordinate::fromScreenCoordinate(state, z, { w, h }).p,
TileCoordinate::fromScreenCoordinate(state, z, { 0, h }).p,
TileCoordinate::fromScreenCoordinate(state, z, { w/2, h/2 }).p,
z);
}
std::vector<UnwrappedTileID> tileCover(const Geometry<double>& geometry, uint8_t z) {
std::vector<UnwrappedTileID> result;
TileCover tc(geometry, z, true);

View File

@@ -33,7 +33,9 @@ private:
int32_t coveringZoomLevel(double z, style::SourceType type, uint16_t tileSize);
std::vector<UnwrappedTileID> tileCover(const TransformState&, uint8_t z);
std::vector<OverscaledTileID> tileCover(const TransformState&,
uint8_t z,
const optional<uint8_t>& overscaledZ = nullopt);
std::vector<UnwrappedTileID> tileCover(const LatLngBounds&, uint8_t z);
std::vector<UnwrappedTileID> tileCover(const Geometry<double>&, uint8_t z);