RenderTileSource is a base class for the render sources that provide render tiles.
* Removes repeated code
* Simplifies render source code refactoring and improves readability
RenderTile and Tile will be split when ochestration movces to a separate thread.
This PR improves encapsulation of Tiles management: now performed within TilePyramid.
The change is implemented in TransformState::getProjMatrix, the rest of the code is making sure that existing API contracts stay and there are tests verifyingrendering and render query processing only items within screen and given tolerance around screen edges.
MapView: don't bake edge insets into relalculated camera center. Keep edge insets as property of camera in TransformState (similar to pitch, zoom, bearing) independent from specified camera center. Interpolate edge insets in animation.
iOS Demo app: "Turn On/Off Content Insets" pitch the camera and navigate to convenient location in Denver, where streets are parallel to cardinal directions, to illustrate viewport center offset when edge insets are set.
Tests:
ViewFrustumCulling: although Annotations are deprecated, queryRenderedFeatures related tests in Annotations would need to get ported and decided to add the edge insets related query tests next to them. Verify frustum culling (render+queryRenderedFeatures) With different camera and edge insets setups. TODO: port Annotations tests.
Transform.Padding: Verify that coordinates take proper place on screen after applying edge insets.
LocalGlyphRasterizer: verify text rendering when applying padding.
Related to #11882: both use projection matrix elements [8] and [9].
Alternative approach to this was to increase and offset map origin so that the screen would be a sub-rectangle in larger map viewport. This approach has a drawback of unecessary processing the items that are outside screen area.
Fixes#12107, #12728, navigation-sdks/issues/120
`RenderSymbolLayer` does not have to update dynamic vertices of its buckets, this logic is moved to placement (which is already updates opacity vertices).
* fixes clustering of labels when text variable placement enabled - as assignes `usesVariablePlacement` per bucket
* simplifies the code in `RenderSymbolLayer` (the `RenderSymbolLayer::upload()` is now omitted).
* symbol buckets are not modified after orchestration finishes