[core] Placement order matches viewport-y sort

Symbols are placed accordingly to their viewport Y order,
if the style `symbol-z-order` is set to `viewport-y`.

This improves rendering of symbol layers, where icons are allowed
to overlap but not text.
This commit is contained in:
Mikhail Pozdnyakov
2019-04-18 18:05:53 +03:00
parent f703c6f255
commit ef48d53e78
3 changed files with 178 additions and 172 deletions

View File

@@ -182,38 +182,16 @@ void SymbolBucket::sortFeatures(const float angle) {
sortUploaded = false;
uploaded = false;
// If the symbols are allowed to overlap sort them by their vertical screen position.
// The index array buffer is rewritten to reference the (unchanged) vertices in the
// sorted order.
// 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);
}
const float sin = std::sin(angle);
const float cos = std::cos(angle);
std::sort(symbolInstanceIndexes.begin(), symbolInstanceIndexes.end(), [sin, cos, this](size_t &aIndex, size_t &bIndex) {
const SymbolInstance& a = symbolInstances[aIndex];
const SymbolInstance& b = symbolInstances[bIndex];
const auto aRotated = static_cast<int32_t>(::lround(sin * a.anchor.point.x + cos * a.anchor.point.y));
const auto bRotated = static_cast<int32_t>(::lround(sin * b.anchor.point.x + cos * b.anchor.point.y));
return aRotated != bRotated ?
aRotated < bRotated :
a.dataFeatureIndex > b.dataFeatureIndex;
});
text.triangles.clear();
icon.triangles.clear();
featureSortOrder = std::make_unique<std::vector<size_t>>();
featureSortOrder->reserve(symbolInstanceIndexes.size());
featureSortOrder->reserve(symbolInstances.size());
for (auto i : symbolInstanceIndexes) {
const SymbolInstance& symbolInstance = symbolInstances[i];
// If the symbols are allowed to overlap sort them by their vertical screen position.
// The index array buffer is rewritten to reference the (unchanged) vertices in the
// sorted order.
for (const SymbolInstance& symbolInstance : getSortedSymbols(angle)) {
featureSortOrder->push_back(symbolInstance.dataFeatureIndex);
if (symbolInstance.placedRightTextIndex) {
@@ -238,6 +216,23 @@ void SymbolBucket::sortFeatures(const float angle) {
}
}
std::vector<std::reference_wrapper<SymbolInstance>> SymbolBucket::getSortedSymbols(const float angle) {
std::vector<std::reference_wrapper<SymbolInstance>> result(symbolInstances.begin(), symbolInstances.end());
const float sin = std::sin(angle);
const float cos = std::cos(angle);
std::sort(result.begin(), result.end(), [sin, cos](const SymbolInstance& a, const SymbolInstance& b) {
const auto aRotated = ::lround(sin * a.anchor.point.x + cos * a.anchor.point.y);
const auto bRotated = ::lround(sin * b.anchor.point.x + cos * b.anchor.point.y);
if (aRotated != bRotated) {
return aRotated < bRotated;
}
return a.dataFeatureIndex > b.dataFeatureIndex; // aRotated == bRotated
});
return result;
}
bool SymbolBucket::hasFormatSectionOverrides() const {
if (!hasFormatSectionOverrides_) {
hasFormatSectionOverrides_= SymbolLayerPaintPropertyOverrides::hasOverrides(layout.get<TextField>());

View File

@@ -65,6 +65,8 @@ public:
void updateOpacity();
void sortFeatures(const float angle);
// The result contains references to the `symbolInstances` items, sorted by viewport Y.
std::vector<std::reference_wrapper<SymbolInstance>> getSortedSymbols(const float angle);
const style::SymbolLayoutProperties::PossiblyEvaluated layout;
const bool sdfIcons;

View File

@@ -77,9 +77,7 @@ void Placement::placeLayer(const RenderLayerSymbolInterface& symbolInterface, co
std::unordered_set<uint32_t> seenCrossTileIDs;
for (const RenderTile& renderTile : symbolInterface.getRenderTiles()) {
if (!renderTile.tile.isRenderable()) {
continue;
}
assert(renderTile.tile.isRenderable());
assert(renderTile.tile.kind == Tile::Kind::Geometry);
auto& geometryTile = static_cast<GeometryTile&>(renderTile.tile);
@@ -186,162 +184,175 @@ void Placement::placeLayerBucket(
std::vector<style::TextVariableAnchorType> variableTextAnchors = bucket.layout.get<style::TextVariableAnchor>();
const bool rotateWithMap = bucket.layout.get<style::TextRotationAlignment>() == style::AlignmentType::Map;
const bool pitchWithMap = bucket.layout.get<style::TextPitchAlignment>() == style::AlignmentType::Map;
for (SymbolInstance& symbolInstance : bucket.symbolInstances) {
if (seenCrossTileIDs.count(symbolInstance.crossTileID) == 0) {
if (holdingForFade) {
// Mark all symbols from this tile as "not placed", but don't add to seenCrossTileIDs, because we don't
// know yet if we have a duplicate in a parent tile that _should_ be placed.
placements.emplace(symbolInstance.crossTileID, JointPlacement(false, false, false));
continue;
}
const bool zOrderByViewportY = bucket.layout.get<style::SymbolZOrder>() == style::SymbolZOrderType::ViewportY;
bool placeText = false;
bool placeIcon = false;
bool offscreen = true;
optional<size_t> horizontalTextIndex = symbolInstance.getDefaultHorizontalPlacedTextIndex();
if (horizontalTextIndex) {
CollisionFeature& textCollisionFeature = symbolInstance.textCollisionFeature;
PlacedSymbol& placedSymbol = bucket.text.placedSymbols.at(*horizontalTextIndex);
const float fontSize = evaluateSizeForFeature(partiallyEvaluatedTextSize, placedSymbol);
if (variableTextAnchors.empty()) {
auto placed = collisionIndex.placeFeature(textCollisionFeature, {},
posMatrix, textLabelPlaneMatrix, textPixelRatio,
placedSymbol, scale, fontSize,
bucket.layout.get<style::TextAllowOverlap>(),
pitchWithMap,
showCollisionBoxes, avoidEdges, collisionGroup.second);
placeText = placed.first;
offscreen &= placed.second;
} else if (!textCollisionFeature.alongLine && !textCollisionFeature.boxes.empty()) {
const CollisionBox& textBox = symbolInstance.textCollisionFeature.boxes[0];
const float width = textBox.x2 - textBox.x1;
const float height = textBox.y2 - textBox.y1;
const float textBoxScale = symbolInstance.textBoxScale;
auto placeSymbol = [&] (SymbolInstance& symbolInstance) {
if (seenCrossTileIDs.count(symbolInstance.crossTileID) != 0u) return;
// If this symbol was in the last placement, shift the previously used
// anchor to the front of the anchor list.
if (prevPlacement) {
auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != prevPlacement->variableOffsets.end() &&
variableTextAnchors.front() != prevOffset->second.anchor) {
std::vector<style::TextVariableAnchorType> filtered;
filtered.reserve(variableTextAnchors.size());
filtered.push_back(prevOffset->second.anchor);
for (auto anchor : variableTextAnchors) {
if (anchor != prevOffset->second.anchor) {
filtered.push_back(anchor);
}
if (holdingForFade) {
// Mark all symbols from this tile as "not placed", but don't add to seenCrossTileIDs, because we don't
// know yet if we have a duplicate in a parent tile that _should_ be placed.
placements.emplace(symbolInstance.crossTileID, JointPlacement(false, false, false));
return;
}
bool placeText = false;
bool placeIcon = false;
bool offscreen = true;
optional<size_t> horizontalTextIndex = symbolInstance.getDefaultHorizontalPlacedTextIndex();
if (horizontalTextIndex) {
CollisionFeature& textCollisionFeature = symbolInstance.textCollisionFeature;
PlacedSymbol& placedSymbol = bucket.text.placedSymbols.at(*horizontalTextIndex);
const float fontSize = evaluateSizeForFeature(partiallyEvaluatedTextSize, placedSymbol);
if (variableTextAnchors.empty()) {
auto placed = collisionIndex.placeFeature(textCollisionFeature, {},
posMatrix, textLabelPlaneMatrix, textPixelRatio,
placedSymbol, scale, fontSize,
bucket.layout.get<style::TextAllowOverlap>(),
pitchWithMap,
showCollisionBoxes, avoidEdges, collisionGroup.second);
placeText = placed.first;
offscreen &= placed.second;
} else if (!textCollisionFeature.alongLine && !textCollisionFeature.boxes.empty()) {
const CollisionBox& textBox = symbolInstance.textCollisionFeature.boxes[0];
const float width = textBox.x2 - textBox.x1;
const float height = textBox.y2 - textBox.y1;
const float textBoxScale = symbolInstance.textBoxScale;
// If this symbol was in the last placement, shift the previously used
// anchor to the front of the anchor list.
if (prevPlacement) {
auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != prevPlacement->variableOffsets.end() &&
variableTextAnchors.front() != prevOffset->second.anchor) {
std::vector<style::TextVariableAnchorType> filtered;
filtered.reserve(variableTextAnchors.size());
filtered.push_back(prevOffset->second.anchor);
for (auto anchor : variableTextAnchors) {
if (anchor != prevOffset->second.anchor) {
filtered.push_back(anchor);
}
variableTextAnchors = std::move(filtered);
}
variableTextAnchors = std::move(filtered);
}
}
for (auto anchor : variableTextAnchors) {
Point<float> shift = calculateVariableLayoutOffset(anchor, width, height, symbolInstance.radialTextOffset, textBoxScale);
if (rotateWithMap) {
float angle = pitchWithMap ? state.getBearing() : -state.getBearing();
shift = util::rotate(shift, angle);
}
for (auto anchor : variableTextAnchors) {
Point<float> shift = calculateVariableLayoutOffset(anchor, width, height, symbolInstance.radialTextOffset, textBoxScale);
if (rotateWithMap) {
float angle = pitchWithMap ? state.getBearing() : -state.getBearing();
shift = util::rotate(shift, angle);
}
auto placed = collisionIndex.placeFeature(textCollisionFeature, shift,
posMatrix, mat4(), textPixelRatio,
placedSymbol, scale, fontSize,
bucket.layout.get<style::TextAllowOverlap>(),
pitchWithMap,
showCollisionBoxes, avoidEdges, collisionGroup.second);
auto placed = collisionIndex.placeFeature(textCollisionFeature, shift,
posMatrix, mat4(), textPixelRatio,
placedSymbol, scale, fontSize,
bucket.layout.get<style::TextAllowOverlap>(),
pitchWithMap,
showCollisionBoxes, avoidEdges, collisionGroup.second);
if (placed.first) {
assert(symbolInstance.crossTileID != 0u);
optional<style::TextVariableAnchorType> prevAnchor;
if (placed.first) {
assert(symbolInstance.crossTileID != 0u);
optional<style::TextVariableAnchorType> prevAnchor;
// If this label was placed in the previous placement, record the anchor position
// to allow us to animate the transition
if (prevPlacement) {
auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
auto prevPlacements = prevPlacement->placements.find(symbolInstance.crossTileID);
if (prevOffset != prevPlacement->variableOffsets.end() &&
prevPlacements != prevPlacement->placements.end() &&
prevPlacements->second.text) {
prevAnchor = prevOffset->second.anchor;
}
// If this label was placed in the previous placement, record the anchor position
// to allow us to animate the transition
if (prevPlacement) {
auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
auto prevPlacements = prevPlacement->placements.find(symbolInstance.crossTileID);
if (prevOffset != prevPlacement->variableOffsets.end() &&
prevPlacements != prevPlacement->placements.end() &&
prevPlacements->second.text) {
prevAnchor = prevOffset->second.anchor;
}
variableOffsets.insert(std::make_pair(symbolInstance.crossTileID, VariableOffset{
symbolInstance.radialTextOffset,
width,
height,
anchor,
textBoxScale,
prevAnchor
}));
markUsedJustification(bucket, anchor, symbolInstance);
placeText = placed.first;
offscreen &= placed.second;
break;
}
variableOffsets.insert(std::make_pair(symbolInstance.crossTileID, VariableOffset{
symbolInstance.radialTextOffset,
width,
height,
anchor,
textBoxScale,
prevAnchor
}));
markUsedJustification(bucket, anchor, symbolInstance);
placeText = placed.first;
offscreen &= placed.second;
break;
}
}
// If we didn't get placed, we still need to copy our position from the last placement for
// fade animations
if (prevPlacement && variableOffsets.find(symbolInstance.crossTileID) == variableOffsets.end()) {
auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != prevPlacement->variableOffsets.end()) {
variableOffsets[symbolInstance.crossTileID] = prevOffset->second;
markUsedJustification(bucket, prevOffset->second.anchor, symbolInstance);
}
// If we didn't get placed, we still need to copy our position from the last placement for
// fade animations
if (prevPlacement && variableOffsets.find(symbolInstance.crossTileID) == variableOffsets.end()) {
auto prevOffset = prevPlacement->variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != prevPlacement->variableOffsets.end()) {
variableOffsets[symbolInstance.crossTileID] = prevOffset->second;
markUsedJustification(bucket, prevOffset->second.anchor, symbolInstance);
}
}
}
if (symbolInstance.placedIconIndex) {
PlacedSymbol& placedSymbol = bucket.icon.placedSymbols.at(*symbolInstance.placedIconIndex);
const float fontSize = evaluateSizeForFeature(partiallyEvaluatedIconSize, placedSymbol);
auto placed = collisionIndex.placeFeature(symbolInstance.iconCollisionFeature, {},
posMatrix, iconLabelPlaneMatrix, textPixelRatio,
placedSymbol, scale, fontSize,
bucket.layout.get<style::IconAllowOverlap>(),
pitchWithMap,
showCollisionBoxes, avoidEdges, collisionGroup.second);
placeIcon = placed.first;
offscreen &= placed.second;
}
const bool iconWithoutText = !symbolInstance.hasText || bucket.layout.get<style::TextOptional>();
const bool textWithoutIcon = !symbolInstance.hasIcon || bucket.layout.get<style::IconOptional>();
// combine placements for icon and text
if (!iconWithoutText && !textWithoutIcon) {
placeText = placeIcon = placeText && placeIcon;
} else if (!textWithoutIcon) {
placeText = placeText && placeIcon;
} else if (!iconWithoutText) {
placeIcon = placeText && placeIcon;
}
if (placeText) {
collisionIndex.insertFeature(symbolInstance.textCollisionFeature, bucket.layout.get<style::TextIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
}
if (placeIcon) {
collisionIndex.insertFeature(symbolInstance.iconCollisionFeature, bucket.layout.get<style::IconIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
}
assert(symbolInstance.crossTileID != 0);
if (placements.find(symbolInstance.crossTileID) != placements.end()) {
// If there's a previous placement with this ID, it comes from a tile that's fading out
// Erase it so that the placement result from the non-fading tile supersedes it
placements.erase(symbolInstance.crossTileID);
}
placements.emplace(symbolInstance.crossTileID, JointPlacement(placeText || alwaysShowText, placeIcon || alwaysShowIcon, offscreen || bucket.justReloaded));
seenCrossTileIDs.insert(symbolInstance.crossTileID);
}
}
if (symbolInstance.placedIconIndex) {
PlacedSymbol& placedSymbol = bucket.icon.placedSymbols.at(*symbolInstance.placedIconIndex);
const float fontSize = evaluateSizeForFeature(partiallyEvaluatedIconSize, placedSymbol);
auto placed = collisionIndex.placeFeature(symbolInstance.iconCollisionFeature, {},
posMatrix, iconLabelPlaneMatrix, textPixelRatio,
placedSymbol, scale, fontSize,
bucket.layout.get<style::IconAllowOverlap>(),
pitchWithMap,
showCollisionBoxes, avoidEdges, collisionGroup.second);
placeIcon = placed.first;
offscreen &= placed.second;
}
const bool iconWithoutText = !symbolInstance.hasText || bucket.layout.get<style::TextOptional>();
const bool textWithoutIcon = !symbolInstance.hasIcon || bucket.layout.get<style::IconOptional>();
// combine placements for icon and text
if (!iconWithoutText && !textWithoutIcon) {
placeText = placeIcon = placeText && placeIcon;
} else if (!textWithoutIcon) {
placeText = placeText && placeIcon;
} else if (!iconWithoutText) {
placeIcon = placeText && placeIcon;
}
if (placeText) {
collisionIndex.insertFeature(symbolInstance.textCollisionFeature, bucket.layout.get<style::TextIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
}
if (placeIcon) {
collisionIndex.insertFeature(symbolInstance.iconCollisionFeature, bucket.layout.get<style::IconIgnorePlacement>(), bucket.bucketInstanceId, collisionGroup.first);
}
assert(symbolInstance.crossTileID != 0);
if (placements.find(symbolInstance.crossTileID) != placements.end()) {
// If there's a previous placement with this ID, it comes from a tile that's fading out
// Erase it so that the placement result from the non-fading tile supersedes it
placements.erase(symbolInstance.crossTileID);
}
placements.emplace(symbolInstance.crossTileID, JointPlacement(placeText || alwaysShowText, placeIcon || alwaysShowIcon, offscreen || bucket.justReloaded));
seenCrossTileIDs.insert(symbolInstance.crossTileID);
};
if (zOrderByViewportY) {
const auto& sortedSymbols = bucket.getSortedSymbols(state.getBearing());
// Place in the reverse order than draw i.e., starting from the foreground elements.
for (auto it = sortedSymbols.rbegin(); it != sortedSymbols.rend(); ++it) {
placeSymbol(*it);
}
} else {
for (SymbolInstance& symbol : bucket.symbolInstances) {
placeSymbol(symbol);
}
}
bucket.justReloaded = false;
}
@@ -398,9 +409,7 @@ void Placement::commit(TimePoint now) {
void Placement::updateLayerOpacities(const RenderLayerSymbolInterface& symbolInterface) {
std::set<uint32_t> seenCrossTileIDs;
for (const RenderTile& renderTile : symbolInterface.getRenderTiles()) {
if (!renderTile.tile.isRenderable()) {
continue;
}
assert(renderTile.tile.isRenderable());
auto bucket = symbolInterface.getSymbolBucket(renderTile);
if (!bucket) {