Files
MapLibreParticleLab/src/mbgl/style/style.cpp
2017-05-08 19:39:55 +03:00

790 lines
25 KiB
C++

#include <mbgl/style/style.hpp>
#include <mbgl/style/observer.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/layers/symbol_layer.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
#include <mbgl/style/layers/custom_layer_impl.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/style/layers/fill_layer.hpp>
#include <mbgl/style/layers/fill_extrusion_layer.hpp>
#include <mbgl/style/layers/line_layer.hpp>
#include <mbgl/style/layers/circle_layer.hpp>
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <mbgl/style/parser.hpp>
#include <mbgl/style/transition_options.hpp>
#include <mbgl/style/class_dictionary.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/text/glyph_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/renderer/update_parameters.hpp>
#include <mbgl/renderer/cascade_parameters.hpp>
#include <mbgl/renderer/property_evaluation_parameters.hpp>
#include <mbgl/renderer/tile_parameters.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/renderer/render_item.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/render_background_layer.hpp>
#include <mbgl/renderer/render_circle_layer.hpp>
#include <mbgl/renderer/render_custom_layer.hpp>
#include <mbgl/renderer/render_fill_extrusion_layer.hpp>
#include <mbgl/renderer/render_fill_layer.hpp>
#include <mbgl/renderer/render_line_layer.hpp>
#include <mbgl/renderer/render_raster_layer.hpp>
#include <mbgl/renderer/render_symbol_layer.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/exception.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/logging.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/math/minmax.hpp>
#include <mbgl/map/query.hpp>
#include <algorithm>
namespace mbgl {
namespace style {
static Observer nullObserver;
Style::Style(Scheduler& scheduler_, FileSource& fileSource_, float pixelRatio)
: scheduler(scheduler_),
fileSource(fileSource_),
glyphAtlas(std::make_unique<GlyphAtlas>(Size{ 2048, 2048 }, fileSource)),
spriteAtlas(std::make_unique<SpriteAtlas>(Size{ 1024, 1024 }, pixelRatio)),
lineAtlas(std::make_unique<LineAtlas>(Size{ 256, 512 })),
light(std::make_unique<Light>()),
renderLight(std::make_unique<RenderLight>(light->impl)),
observer(&nullObserver) {
glyphAtlas->setObserver(this);
spriteAtlas->setObserver(this);
light->impl->setObserver(this);
}
Style::~Style() {
for (const auto& source : sources) {
source->baseImpl->setObserver(nullptr);
}
for (const auto& layer : layers) {
if (CustomLayer* customLayer = layer->as<CustomLayer>()) {
customLayer->impl->deinitialize();
}
}
glyphAtlas->setObserver(nullptr);
spriteAtlas->setObserver(nullptr);
light->impl->setObserver(nullptr);
}
bool Style::addClass(const std::string& className) {
if (hasClass(className)) return false;
classes.push_back(className);
return true;
}
bool Style::hasClass(const std::string& className) const {
return std::find(classes.begin(), classes.end(), className) != classes.end();
}
bool Style::removeClass(const std::string& className) {
const auto it = std::find(classes.begin(), classes.end(), className);
if (it != classes.end()) {
classes.erase(it);
return true;
}
return false;
}
void Style::setClasses(const std::vector<std::string>& classNames) {
classes = classNames;
}
std::vector<std::string> Style::getClasses() const {
return classes;
}
void Style::setTransitionOptions(const TransitionOptions& options) {
transitionOptions = options;
}
TransitionOptions Style::getTransitionOptions() const {
return transitionOptions;
}
void Style::setJSON(const std::string& json) {
sources.clear();
renderSources.clear();
layers.clear();
renderLayers.clear();
classes.clear();
transitionOptions = {};
updateBatch = {};
Parser parser;
auto error = parser.parse(json);
if (error) {
std::string message = "Failed to parse style: " + util::toString(error);
Log::Error(Event::ParseStyle, message.c_str());
observer->onStyleError(std::make_exception_ptr(util::StyleParseException(message)));
observer->onResourceError(error);
return;
}
for (auto& source : parser.sources) {
addSource(std::move(source));
}
for (auto& layer : parser.layers) {
addLayer(std::move(layer));
}
name = parser.name;
defaultLatLng = parser.latLng;
defaultZoom = parser.zoom;
defaultBearing = parser.bearing;
defaultPitch = parser.pitch;
setLight(std::make_unique<Light>(parser.light));
glyphAtlas->setURL(parser.glyphURL);
spriteAtlas->load(parser.spriteURL, scheduler, fileSource);
loaded = true;
observer->onStyleLoaded();
}
void Style::addSource(std::unique_ptr<Source> source) {
// Guard against duplicate source ids
auto it = std::find_if(sources.begin(), sources.end(), [&](const auto& existing) {
return existing->getID() == source->getID();
});
if (it != sources.end()) {
std::string msg = "Source " + source->getID() + " already exists";
throw std::runtime_error(msg.c_str());
}
source->baseImpl->setObserver(this);
source->baseImpl->loadDescription(fileSource);
std::unique_ptr<RenderSource> renderSource = source->baseImpl->createRenderSource();
renderSource->setObserver(this);
renderSources.emplace_back(std::move(renderSource));
sources.emplace_back(std::move(source));
}
std::unique_ptr<Source> Style::removeSource(const std::string& id) {
auto it = std::find_if(sources.begin(), sources.end(), [&](const auto& source) {
return source->getID() == id;
});
if (it == sources.end()) {
return nullptr;
}
util::erase_if(renderSources, [&](const auto& source) {
return source->baseImpl.id == id;
});
auto source = std::move(*it);
source->baseImpl->setObserver(nullptr);
sources.erase(it);
updateBatch.sourceIDs.erase(id);
return source;
}
std::vector<const Layer*> Style::getLayers() const {
std::vector<const Layer*> result;
result.reserve(layers.size());
for (const auto& layer : layers) {
result.push_back(layer.get());
}
return result;
}
std::vector<Layer*> Style::getLayers() {
std::vector<Layer*> result;
result.reserve(layers.size());
for (auto& layer : layers) {
result.push_back(layer.get());
}
return result;
}
std::vector<std::unique_ptr<Layer>>::const_iterator Style::findLayer(const std::string& id) const {
return std::find_if(layers.begin(), layers.end(), [&](const auto& layer) {
return layer->baseImpl->id == id;
});
}
Layer* Style::getLayer(const std::string& id) const {
auto it = findLayer(id);
return it != layers.end() ? it->get() : nullptr;
}
Layer* Style::addLayer(std::unique_ptr<Layer> layer, optional<std::string> before) {
// TODO: verify source
// Guard against duplicate layer ids
auto it = std::find_if(layers.begin(), layers.end(), [&](const auto& existing) {
return existing->getID() == layer->getID();
});
if (it != layers.end()) {
throw std::runtime_error(std::string{"Layer "} + layer->getID() + " already exists");
}
if (CustomLayer* customLayer = layer->as<CustomLayer>()) {
customLayer->impl->initialize();
}
layer->baseImpl->setObserver(this);
auto added = layers.emplace(before ? findLayer(*before) : layers.end(), std::move(layer))->get();
renderLayers.emplace(before ? findRenderLayer(*before) : renderLayers.end(), added->baseImpl->createRenderLayer());
return std::move(added);
}
std::unique_ptr<Layer> Style::removeLayer(const std::string& id) {
auto it = std::find_if(layers.begin(), layers.end(), [&](const auto& layer) {
return layer->baseImpl->id == id;
});
if (it == layers.end())
return nullptr;
auto layer = std::move(*it);
if (CustomLayer* customLayer = layer->as<CustomLayer>()) {
customLayer->impl->deinitialize();
}
layer->baseImpl->setObserver(nullptr);
layers.erase(it);
removeRenderLayer(id);
return layer;
}
std::vector<const RenderLayer*> Style::getRenderLayers() const {
std::vector<const RenderLayer*> result;
result.reserve(renderLayers.size());
for (const auto& layer : renderLayers) {
result.push_back(layer.get());
}
return result;
}
std::vector<RenderLayer*> Style::getRenderLayers() {
std::vector<RenderLayer*> result;
result.reserve(renderLayers.size());
for (auto& layer : renderLayers) {
result.push_back(layer.get());
}
return result;
}
std::vector<std::unique_ptr<RenderLayer>>::const_iterator Style::findRenderLayer(const std::string& id) const {
return std::find_if(renderLayers.begin(), renderLayers.end(), [&](const auto& layer) {
return layer->baseImpl.id == id;
});
}
RenderLayer* Style::getRenderLayer(const std::string& id) const {
auto it = findRenderLayer(id);
return it != renderLayers.end() ? it->get() : nullptr;
}
void Style::removeRenderLayer(const std::string& id) {
auto it = std::find_if(renderLayers.begin(), renderLayers.end(), [&](const auto& layer) {
return layer->baseImpl.id == id;
});
if (it != renderLayers.end()) {
renderLayers.erase(it);
}
}
void Style::setLight(std::unique_ptr<Light> light_) {
light = std::move(light_);
light->impl->setObserver(this);
// Copy renderlight to preserve the initialised
// transitioning light properties
renderLight = renderLight->copy(light->impl);
onLightChanged(*light);
}
Light* Style::getLight() const {
return light.get();
}
RenderLight* Style::getRenderLight() const {
return renderLight.get();
}
std::string Style::getName() const {
return name;
}
LatLng Style::getDefaultLatLng() const {
return defaultLatLng;
}
double Style::getDefaultZoom() const {
return defaultZoom;
}
double Style::getDefaultBearing() const {
return defaultBearing;
}
double Style::getDefaultPitch() const {
return defaultPitch;
}
void Style::update(const UpdateParameters& parameters) {
bool zoomChanged = zoomHistory.update(parameters.transformState.getZoom(), parameters.timePoint);
std::vector<ClassID> classIDs;
for (const auto& className : classes) {
classIDs.push_back(ClassDictionary::Get().lookup(className));
}
classIDs.push_back(ClassID::Default);
const CascadeParameters cascadeParameters {
classIDs,
parameters.timePoint,
parameters.mode == MapMode::Continuous ? transitionOptions : TransitionOptions()
};
const PropertyEvaluationParameters evaluationParameters {
zoomHistory,
parameters.timePoint,
parameters.mode == MapMode::Continuous ? util::DEFAULT_FADE_DURATION : Duration::zero()
};
const TileParameters tileParameters(parameters.pixelRatio,
parameters.debugOptions,
parameters.transformState,
parameters.scheduler,
parameters.fileSource,
parameters.mode,
parameters.annotationManager,
*this);
const bool cascade = parameters.updateFlags & Update::Classes;
const bool evaluate = cascade || zoomChanged || parameters.updateFlags & Update::RecalculateStyle;
if (cascade) {
renderLight->transition(cascadeParameters);
}
if (evaluate || renderLight->hasTransition()) {
renderLight->evaluate(evaluationParameters);
}
for (const auto& renderSource : renderSources) {
renderSource->enabled = false;
}
for (const auto& layer : renderLayers) {
if (cascade) {
layer->cascade(cascadeParameters);
}
if (evaluate || layer->hasTransition()) {
layer->evaluate(evaluationParameters);
}
if (layer->needsRendering(zoomHistory.lastZoom)) {
if (RenderSource* renderSource = getRenderSource(layer->baseImpl.source)) {
renderSource->enabled = true;
}
}
}
for (const auto& renderSource : renderSources) {
bool updated = updateBatch.sourceIDs.count(renderSource->baseImpl.id);
if (renderSource->enabled) {
if (updated) {
renderSource->reloadTiles();
}
renderSource->updateTiles(tileParameters);
} else if (updated) {
renderSource->invalidateTiles();
} else {
renderSource->removeTiles();
}
}
updateBatch.sourceIDs.clear();
}
std::vector<const Source*> Style::getSources() const {
std::vector<const Source*> result;
result.reserve(sources.size());
for (const auto& source : sources) {
result.push_back(source.get());
}
return result;
}
std::vector<Source*> Style::getSources() {
std::vector<Source*> result;
result.reserve(sources.size());
for (auto& source : sources) {
result.push_back(source.get());
}
return result;
}
Source* Style::getSource(const std::string& id) const {
const auto it = std::find_if(sources.begin(), sources.end(), [&](const auto& source) {
return source->getID() == id;
});
return it != sources.end() ? it->get() : nullptr;
}
RenderSource* Style::getRenderSource(const std::string& id) const {
const auto it = std::find_if(renderSources.begin(), renderSources.end(), [&](const auto& source) {
return source->baseImpl.id == id;
});
return it != renderSources.end() ? it->get() : nullptr;
}
bool Style::hasTransitions() const {
if (renderLight->hasTransition()) {
return true;
}
for (const auto& layer : renderLayers) {
if (layer->hasTransition()) {
return true;
}
}
return false;
}
bool Style::isLoaded() const {
if (!loaded) {
return false;
}
for (const auto& source: sources) {
if (!source->baseImpl->loaded) {
return false;
}
}
for (const auto& renderSource: renderSources) {
if (!renderSource->isLoaded()) {
return false;
}
}
if (!spriteAtlas->isLoaded()) {
return false;
}
return true;
}
RenderData Style::getRenderData(MapDebugOptions debugOptions, float angle) const {
RenderData result;
for (const auto& renderSource: renderSources) {
if (renderSource->enabled) {
result.sources.insert(renderSource.get());
}
}
for (const auto& layer : renderLayers) {
if (!layer->needsRendering(zoomHistory.lastZoom)) {
continue;
}
if (const RenderBackgroundLayer* background = layer->as<RenderBackgroundLayer>()) {
if (debugOptions & MapDebugOptions::Overdraw) {
// We want to skip glClear optimization in overdraw mode.
result.order.emplace_back(*layer);
continue;
}
const BackgroundPaintProperties::Evaluated& paint = background->evaluated;
if (layer.get() == renderLayers[0].get() && paint.get<BackgroundPattern>().from.empty()) {
// This is a solid background. We can use glClear().
result.backgroundColor = paint.get<BackgroundColor>() * paint.get<BackgroundOpacity>();
} else {
// This is a textured background, or not the bottommost layer. We need to render it with a quad.
result.order.emplace_back(*layer);
}
continue;
}
if (layer->is<RenderCustomLayer>()) {
result.order.emplace_back(*layer);
continue;
}
RenderSource* source = getRenderSource(layer->baseImpl.source);
if (!source) {
Log::Warning(Event::Render, "can't find source for layer '%s'", layer->baseImpl.id.c_str());
continue;
}
auto& renderTiles = source->getRenderTiles();
const bool symbolLayer = layer->is<RenderSymbolLayer>();
// Sort symbol tiles in opposite y position, so tiles with overlapping
// symbols are drawn on top of each other, with lower symbols being
// drawn on top of higher symbols.
std::vector<std::reference_wrapper<RenderTile>> sortedTiles;
std::transform(renderTiles.begin(), renderTiles.end(), std::back_inserter(sortedTiles),
[](auto& pair) { return std::ref(pair.second); });
if (symbolLayer) {
std::sort(sortedTiles.begin(), sortedTiles.end(),
[angle](const RenderTile& a, const RenderTile& b) {
Point<float> pa(a.id.canonical.x, a.id.canonical.y);
Point<float> pb(b.id.canonical.x, b.id.canonical.y);
auto par = util::rotate(pa, angle);
auto pbr = util::rotate(pb, angle);
return std::tie(par.y, par.x) < std::tie(pbr.y, pbr.x);
});
}
std::vector<std::reference_wrapper<RenderTile>> sortedTilesForInsertion;
for (auto tileIt = sortedTiles.begin(); tileIt != sortedTiles.end(); ++tileIt) {
auto& tile = tileIt->get();
if (!tile.tile.isRenderable()) {
continue;
}
// We're not clipping symbol layers, so when we have both parents and children of symbol
// layers, we drop all children in favor of their parent to avoid duplicate labels.
// See https://github.com/mapbox/mapbox-gl-native/issues/2482
if (symbolLayer) {
bool skip = false;
// Look back through the buckets we decided to render to find out whether there is
// already a bucket from this layer that is a parent of this tile. Tiles are ordered
// by zoom level when we obtain them from getTiles().
for (auto it = sortedTilesForInsertion.rbegin();
it != sortedTilesForInsertion.rend(); ++it) {
if (tile.tile.id.isChildOf(it->get().tile.id)) {
skip = true;
break;
}
}
if (skip) {
continue;
}
}
auto bucket = tile.tile.getBucket(*layer);
if (bucket) {
sortedTilesForInsertion.emplace_back(tile);
tile.used = true;
}
}
result.order.emplace_back(*layer, std::move(sortedTilesForInsertion));
}
return result;
}
std::vector<Feature> Style::queryRenderedFeatures(const ScreenLineString& geometry,
const TransformState& transformState,
const RenderedQueryOptions& options) const {
std::unordered_map<std::string, std::vector<Feature>> resultsByLayer;
if (options.layerIDs) {
std::unordered_set<std::string> sourceIDs;
for (const auto& layerID : *options.layerIDs) {
if (Layer* layer = getLayer(layerID)) {
sourceIDs.emplace(layer->baseImpl->source);
}
}
for (const auto& sourceID : sourceIDs) {
if (RenderSource* renderSource = getRenderSource(sourceID)) {
auto sourceResults = renderSource->queryRenderedFeatures(geometry, transformState, options);
std::move(sourceResults.begin(), sourceResults.end(), std::inserter(resultsByLayer, resultsByLayer.begin()));
}
}
} else {
for (const auto& renderSource : renderSources) {
auto sourceResults = renderSource->queryRenderedFeatures(geometry, transformState, options);
std::move(sourceResults.begin(), sourceResults.end(), std::inserter(resultsByLayer, resultsByLayer.begin()));
}
}
std::vector<Feature> result;
if (resultsByLayer.empty()) {
return result;
}
// Combine all results based on the style layer order.
for (const auto& layer : renderLayers) {
if (!layer->needsRendering(zoomHistory.lastZoom)) {
continue;
}
auto it = resultsByLayer.find(layer->baseImpl.id);
if (it != resultsByLayer.end()) {
std::move(it->second.begin(), it->second.end(), std::back_inserter(result));
}
}
return result;
}
void Style::setSourceTileCacheSize(size_t size) {
for (const auto& renderSource : renderSources) {
renderSource->setCacheSize(size);
}
}
void Style::onLowMemory() {
for (const auto& renderSource : renderSources) {
renderSource->onLowMemory();
}
}
void Style::setObserver(style::Observer* observer_) {
observer = observer_;
}
void Style::onGlyphsLoaded(const FontStack& fontStack, const GlyphRange& glyphRange) {
observer->onGlyphsLoaded(fontStack, glyphRange);
}
void Style::onGlyphsError(const FontStack& fontStack, const GlyphRange& glyphRange, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load glyph range %d-%d for font stack %s: %s",
glyphRange.first, glyphRange.second, fontStackToString(fontStack).c_str(), util::toString(error).c_str());
observer->onGlyphsError(fontStack, glyphRange, error);
observer->onResourceError(error);
}
void Style::onSourceLoaded(Source& source) {
observer->onSourceLoaded(source);
observer->onUpdate(Update::Repaint);
}
void Style::onSourceChanged(Source& source) {
observer->onSourceChanged(source);
}
void Style::onSourceError(Source& source, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load source %s: %s",
source.getID().c_str(), util::toString(error).c_str());
observer->onSourceError(source, error);
observer->onResourceError(error);
}
void Style::onSourceDescriptionChanged(Source& source) {
observer->onSourceDescriptionChanged(source);
if (!source.baseImpl->loaded) {
source.baseImpl->loadDescription(fileSource);
}
}
void Style::onTileChanged(RenderSource&, const OverscaledTileID&) {
observer->onUpdate(Update::Repaint);
}
void Style::onTileError(RenderSource& source, const OverscaledTileID& tileID, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load tile %s for source %s: %s",
util::toString(tileID).c_str(), source.baseImpl.id.c_str(), util::toString(error).c_str());
observer->onResourceError(error);
}
void Style::onSpriteLoaded() {
observer->onSpriteLoaded();
observer->onUpdate(Update::Repaint); // For *-pattern properties.
}
void Style::onSpriteError(std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load sprite: %s", util::toString(error).c_str());
observer->onSpriteError(error);
observer->onResourceError(error);
}
struct QueueSourceReloadVisitor {
UpdateBatch& updateBatch;
// No need to reload sources for these types; their visibility can change but
// they don't participate in layout.
void operator()(CustomLayer&) {}
void operator()(RasterLayer&) {}
void operator()(BackgroundLayer&) {}
template <class VectorLayer>
void operator()(VectorLayer& layer) {
updateBatch.sourceIDs.insert(layer.getSourceID());
}
};
void Style::onLayerFilterChanged(Layer& layer) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
observer->onUpdate(Update::Repaint);
}
void Style::onLayerVisibilityChanged(Layer& layer) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
observer->onUpdate(Update::RecalculateStyle);
}
void Style::onLayerPaintPropertyChanged(Layer&) {
observer->onUpdate(Update::RecalculateStyle | Update::Classes);
}
void Style::onLayerDataDrivenPaintPropertyChanged(Layer& layer) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
observer->onUpdate(Update::RecalculateStyle | Update::Classes);
}
void Style::onLayerLayoutPropertyChanged(Layer& layer, const char * property) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
// Recalculate the style for certain properties
observer->onUpdate((strcmp(property, "icon-size") == 0 || strcmp(property, "text-size") == 0)
? Update::RecalculateStyle
: Update::Repaint);
}
void Style::onLightChanged(const Light&) {
observer->onUpdate(Update::Classes | Update::RecalculateStyle);
}
void Style::dumpDebugLogs() const {
for (const auto& source : sources) {
source->baseImpl->dumpDebugLogs();
}
for (const auto& renderSource : renderSources) {
renderSource->dumpDebugLogs();
}
spriteAtlas->dumpDebugLogs();
}
} // namespace style
} // namespace mbgl