Files
MapLibreParticleLab/src/mbgl/layout/symbol_layout.cpp
Chris Loer c0cb210ddc [core] Switch from background to foreground placement
- Background placement code now just generates static symbol buffers
 - Don't render GeometryTiles until their symbols are loaded. This is necessary for the CrossTileSymbolIndex to successfully prevent flicker.
 - SymbolInstances are transferred to SymbolBucket for use on foreground during collision detection
 - Symbols are sorted on foreground by sorting their index buffer but leaving vertex buffers intact (only works within one segment)
 - Vertical glyphs are generated at same time as horizontal glyphs. `reprojectLineLabels` chooses which one to use at render time and hides the other.
 - Icons are now always represented with a single collision box, even if they're placed along a line (this means their rotation alignment may be wrong, but the approach of representing them with multiple collision boxes wasn't very accurate either).
 - Generate vertices for new debug collision boxes and collision circles
 - Only add symbols within tile boundaries (reduces work, avoids double-draw)
 - Update symbol_projection.cpp to support line label projection calls from CollisionIndex.
2017-11-17 10:05:15 -08:00

619 lines
29 KiB
C++

#include <mbgl/layout/symbol_layout.hpp>
#include <mbgl/layout/merge_lines.hpp>
#include <mbgl/layout/clip_lines.hpp>
#include <mbgl/renderer/buckets/symbol_bucket.hpp>
#include <mbgl/style/filter_evaluator.hpp>
#include <mbgl/renderer/bucket_parameters.hpp>
#include <mbgl/renderer/layers/render_symbol_layer.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
#include <mbgl/text/get_anchors.hpp>
#include <mbgl/text/shaping.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/utf.hpp>
#include <mbgl/util/token.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/i18n.hpp>
#include <mbgl/math/clamp.hpp>
#include <mbgl/math/minmax.hpp>
#include <mbgl/math/log2.hpp>
#include <mbgl/util/platform.hpp>
#include <mbgl/util/logging.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mapbox/polylabel.hpp>
namespace mbgl {
using namespace style;
template <class Property>
static bool has(const style::SymbolLayoutProperties::PossiblyEvaluated& layout) {
return layout.get<Property>().match(
[&] (const std::string& s) { return !s.empty(); },
[&] (const auto&) { return true; }
);
}
SymbolLayout::SymbolLayout(const BucketParameters& parameters,
const std::vector<const RenderLayer*>& layers,
std::unique_ptr<GeometryTileLayer> sourceLayer_,
ImageDependencies& imageDependencies,
GlyphDependencies& glyphDependencies)
: bucketName(layers.at(0)->getID()),
sourceLayer(std::move(sourceLayer_)),
overscaling(parameters.tileID.overscaleFactor()),
zoom(parameters.tileID.overscaledZ),
mode(parameters.mode),
pixelRatio(parameters.pixelRatio),
tileSize(util::tileSize * overscaling),
tilePixelRatio(float(util::EXTENT) / tileSize),
textSize(layers.at(0)->as<RenderSymbolLayer>()->impl().layout.get<TextSize>()),
iconSize(layers.at(0)->as<RenderSymbolLayer>()->impl().layout.get<IconSize>())
{
const SymbolLayer::Impl& leader = layers.at(0)->as<RenderSymbolLayer>()->impl();
layout = leader.layout.evaluate(PropertyEvaluationParameters(zoom));
if (layout.get<IconRotationAlignment>() == AlignmentType::Auto) {
if (layout.get<SymbolPlacement>() == SymbolPlacementType::Line) {
layout.get<IconRotationAlignment>() = AlignmentType::Map;
} else {
layout.get<IconRotationAlignment>() = AlignmentType::Viewport;
}
}
if (layout.get<TextRotationAlignment>() == AlignmentType::Auto) {
if (layout.get<SymbolPlacement>() == SymbolPlacementType::Line) {
layout.get<TextRotationAlignment>() = AlignmentType::Map;
} else {
layout.get<TextRotationAlignment>() = AlignmentType::Viewport;
}
}
// If unspecified `*-pitch-alignment` inherits `*-rotation-alignment`
if (layout.get<TextPitchAlignment>() == AlignmentType::Auto) {
layout.get<TextPitchAlignment>() = layout.get<TextRotationAlignment>();
}
if (layout.get<IconPitchAlignment>() == AlignmentType::Auto) {
layout.get<IconPitchAlignment>() = layout.get<IconRotationAlignment>();
}
const bool hasText = has<TextField>(layout) && !layout.get<TextFont>().empty();
const bool hasIcon = has<IconImage>(layout);
if (!hasText && !hasIcon) {
return;
}
for (const auto& layer : layers) {
layerPaintProperties.emplace(layer->getID(), std::make_pair(
layer->as<RenderSymbolLayer>()->iconPaintProperties(),
layer->as<RenderSymbolLayer>()->textPaintProperties()
));
}
// Determine glyph dependencies
const size_t featureCount = sourceLayer->featureCount();
for (size_t i = 0; i < featureCount; ++i) {
auto feature = sourceLayer->getFeature(i);
if (!leader.filter(feature->getType(), feature->getID(), [&] (const auto& key) { return feature->getValue(key); }))
continue;
SymbolFeature ft(std::move(feature));
ft.index = i;
auto getValue = [&ft](const std::string& key) -> std::string {
auto value = ft.getValue(key);
if (!value)
return std::string();
if (value->is<std::string>())
return value->get<std::string>();
if (value->is<bool>())
return value->get<bool>() ? "true" : "false";
if (value->is<int64_t>())
return util::toString(value->get<int64_t>());
if (value->is<uint64_t>())
return util::toString(value->get<uint64_t>());
if (value->is<double>())
return util::toString(value->get<double>());
return "null";
};
if (hasText) {
std::string u8string = layout.evaluate<TextField>(zoom, ft);
if (layout.get<TextField>().isConstant()) {
u8string = util::replaceTokens(u8string, getValue);
}
auto textTransform = layout.evaluate<TextTransform>(zoom, ft);
if (textTransform == TextTransformType::Uppercase) {
u8string = platform::uppercase(u8string);
} else if (textTransform == TextTransformType::Lowercase) {
u8string = platform::lowercase(u8string);
}
ft.text = applyArabicShaping(util::utf8_to_utf16::convert(u8string));
const bool canVerticalizeText = layout.get<TextRotationAlignment>() == AlignmentType::Map
&& layout.get<SymbolPlacement>() == SymbolPlacementType::Line
&& util::i18n::allowsVerticalWritingMode(*ft.text);
// Loop through all characters of this text and collect unique codepoints.
for (char16_t chr : *ft.text) {
glyphDependencies[layout.get<TextFont>()].insert(chr);
if (canVerticalizeText) {
if (char16_t verticalChr = util::i18n::verticalizePunctuation(chr)) {
glyphDependencies[layout.get<TextFont>()].insert(verticalChr);
}
}
}
}
if (hasIcon) {
std::string icon = layout.evaluate<IconImage>(zoom, ft);
if (layout.get<IconImage>().isConstant()) {
icon = util::replaceTokens(icon, getValue);
}
ft.icon = icon;
imageDependencies.insert(*ft.icon);
}
if (ft.text || ft.icon) {
features.push_back(std::move(ft));
}
}
if (layout.get<SymbolPlacement>() == SymbolPlacementType::Line) {
util::mergeLines(features);
}
}
bool SymbolLayout::hasSymbolInstances() const {
return !symbolInstances.empty();
}
void SymbolLayout::prepare(const GlyphMap& glyphMap, const GlyphPositions& glyphPositions,
const ImageMap& imageMap, const ImagePositions& imagePositions,
const OverscaledTileID& tileID, const std::string& sourceID) {
const bool textAlongLine = layout.get<TextRotationAlignment>() == AlignmentType::Map &&
layout.get<SymbolPlacement>() == SymbolPlacementType::Line;
auto glyphMapIt = glyphMap.find(layout.get<TextFont>());
const Glyphs& glyphs = glyphMapIt != glyphMap.end()
? glyphMapIt->second : Glyphs();
auto glyphPositionsIt = glyphPositions.find(layout.get<TextFont>());
const GlyphPositionMap& glyphPositionMap = glyphPositionsIt != glyphPositions.end()
? glyphPositionsIt->second : GlyphPositionMap();
for (auto it = features.begin(); it != features.end(); ++it) {
auto& feature = *it;
if (feature.geometry.empty()) continue;
std::pair<Shaping, Shaping> shapedTextOrientations;
optional<PositionedIcon> shapedIcon;
// if feature has text, shape the text
if (feature.text) {
auto applyShaping = [&] (const std::u16string& text, WritingModeType writingMode) {
const float oneEm = 24.0f;
const Shaping result = getShaping(
/* string */ text,
/* maxWidth: ems */ layout.get<SymbolPlacement>() != SymbolPlacementType::Line ?
layout.evaluate<TextMaxWidth>(zoom, feature) * oneEm : 0,
/* lineHeight: ems */ layout.get<TextLineHeight>() * oneEm,
/* anchor */ layout.evaluate<TextAnchor>(zoom, feature),
/* justify */ layout.evaluate<TextJustify>(zoom, feature),
/* spacing: ems */ util::i18n::allowsLetterSpacing(*feature.text) ? layout.evaluate<TextLetterSpacing>(zoom, feature) * oneEm : 0.0f,
/* translate */ Point<float>(layout.evaluate<TextOffset>(zoom, feature)[0] * oneEm, layout.evaluate<TextOffset>(zoom, feature)[1] * oneEm),
/* verticalHeight */ oneEm,
/* writingMode */ writingMode,
/* bidirectional algorithm object */ bidi,
/* glyphs */ glyphs);
return result;
};
shapedTextOrientations.first = applyShaping(*feature.text, WritingModeType::Horizontal);
if (util::i18n::allowsVerticalWritingMode(*feature.text) && textAlongLine) {
shapedTextOrientations.second = applyShaping(util::i18n::verticalizePunctuation(*feature.text), WritingModeType::Vertical);
}
}
// if feature has icon, get sprite atlas position
if (feature.icon) {
auto image = imageMap.find(*feature.icon);
if (image != imageMap.end()) {
shapedIcon = PositionedIcon::shapeIcon(
imagePositions.at(*feature.icon),
layout.evaluate<IconOffset>(zoom, feature),
layout.evaluate<IconAnchor>(zoom, feature),
layout.evaluate<IconRotate>(zoom, feature) * util::DEG2RAD);
if (image->second->sdf) {
sdfIcons = true;
}
if (image->second->pixelRatio != pixelRatio) {
iconsNeedLinear = true;
} else if (layout.get<IconRotate>().constantOr(1) != 0) {
iconsNeedLinear = true;
}
}
}
// if either shapedText or icon position is present, add the feature
if (shapedTextOrientations.first || shapedIcon) {
addFeature(std::distance(features.begin(), it), feature, shapedTextOrientations, shapedIcon, glyphPositionMap, tileID, sourceID);
}
feature.geometry.clear();
}
compareText.clear();
}
void SymbolLayout::addFeature(const std::size_t index,
const SymbolFeature& feature,
const std::pair<Shaping, Shaping>& shapedTextOrientations,
optional<PositionedIcon> shapedIcon,
const GlyphPositionMap& glyphPositionMap,
const OverscaledTileID& tileID,
const std::string& sourceID) {
const float minScale = 0.5f;
const float glyphSize = 24.0f;
const float layoutTextSize = layout.evaluate<TextSize>(zoom + 1, feature);
const float layoutIconSize = layout.evaluate<IconSize>(zoom + 1, feature);
const std::array<float, 2> textOffset = layout.evaluate<TextOffset>(zoom, feature);
const std::array<float, 2> iconOffset = layout.evaluate<IconOffset>(zoom, feature);
// To reduce the number of labels that jump around when zooming we need
// to use a text-size value that is the same for all zoom levels.
// This calculates text-size at a high zoom level so that all tiles can
// use the same value when calculating anchor positions.
const float textMaxSize = layout.evaluate<TextSize>(18, feature);
const float fontScale = layoutTextSize / glyphSize;
const float textBoxScale = tilePixelRatio * fontScale;
const float textMaxBoxScale = tilePixelRatio * textMaxSize / glyphSize;
const float iconBoxScale = tilePixelRatio * layoutIconSize;
const float symbolSpacing = tilePixelRatio * layout.get<SymbolSpacing>();
const bool avoidEdges = layout.get<SymbolAvoidEdges>() && layout.get<SymbolPlacement>() != SymbolPlacementType::Line;
const float textPadding = layout.get<TextPadding>() * tilePixelRatio;
const float iconPadding = layout.get<IconPadding>() * tilePixelRatio;
const float textMaxAngle = layout.get<TextMaxAngle>() * util::DEG2RAD;
const SymbolPlacementType textPlacement = layout.get<TextRotationAlignment>() != AlignmentType::Map
? SymbolPlacementType::Point
: layout.get<SymbolPlacement>();
const float textRepeatDistance = symbolSpacing / 2;
IndexedSubfeature indexedFeature(feature.index, sourceLayer->getName(), bucketName, symbolInstances.size(),
sourceID, tileID.canonical.z, tileID.canonical.x, tileID.canonical.y);
auto addSymbolInstance = [&] (const GeometryCoordinates& line, Anchor& anchor) {
// https://github.com/mapbox/vector-tile-spec/tree/master/2.1#41-layers
// +-------------------+ Symbols with anchors located on tile edges
// |(0,0) || are duplicated on neighbor tiles.
// | ||
// | || In continuous mode, to avoid overdraw we
// | || skip symbols located on the extent edges.
// | Tile || In still mode, we include the features in
// | || the buffers for both tiles and clip them
// | || at draw time.
// | ||
// +-------------------| In this scenario, the inner bounding box
// +-------------------+ is called 'withinPlus0', and the outer
// (extent,extent) is called 'inside'.
const bool withinPlus0 = anchor.point.x >= 0 && anchor.point.x < util::EXTENT && anchor.point.y >= 0 && anchor.point.y < util::EXTENT;
const bool inside = withinPlus0 || anchor.point.x == util::EXTENT || anchor.point.y == util::EXTENT;
if (avoidEdges && !inside) return;
// TODO set this to make api-gl work
const bool singleTileMode = false && mode == MapMode::Still;
if (singleTileMode || withinPlus0) {
symbolInstances.emplace_back(anchor, line, shapedTextOrientations, shapedIcon,
layout.evaluate(zoom, feature), layoutTextSize,
symbolInstances.size(),
textBoxScale, textPadding, textPlacement, textOffset,
iconBoxScale, iconPadding, iconOffset,
glyphPositionMap, indexedFeature, index, feature.text ? *feature.text : std::u16string{}, overscaling);
}
};
const auto& type = feature.getType();
if (layout.get<SymbolPlacement>() == SymbolPlacementType::Line) {
auto clippedLines = util::clipLines(feature.geometry, 0, 0, util::EXTENT, util::EXTENT);
for (const auto& line : clippedLines) {
Anchors anchors = getAnchors(line,
symbolSpacing,
textMaxAngle,
(shapedTextOrientations.second ?: shapedTextOrientations.first).left,
(shapedTextOrientations.second ?: shapedTextOrientations.first).right,
(shapedIcon ? shapedIcon->left() : 0),
(shapedIcon ? shapedIcon->right() : 0),
glyphSize,
textMaxBoxScale,
overscaling);
for (auto& anchor : anchors) {
if (!feature.text || !anchorIsTooClose(*feature.text, textRepeatDistance, anchor)) {
addSymbolInstance(line, anchor);
}
}
}
} else if (type == FeatureType::Polygon) {
for (const auto& polygon : classifyRings(feature.geometry)) {
Polygon<double> poly;
for (const auto& ring : polygon) {
LinearRing<double> r;
for (const auto& p : ring) {
r.push_back(convertPoint<double>(p));
}
poly.push_back(r);
}
// 1 pixel worth of precision, in tile coordinates
auto poi = mapbox::polylabel(poly, double(util::EXTENT / util::tileSize));
Anchor anchor(poi.x, poi.y, 0, minScale);
addSymbolInstance(polygon[0], anchor);
}
} else if (type == FeatureType::LineString) {
for (const auto& line : feature.geometry) {
Anchor anchor(line[0].x, line[0].y, 0, minScale);
addSymbolInstance(line, anchor);
}
} else if (type == FeatureType::Point) {
for (const auto& points : feature.geometry) {
for (const auto& point : points) {
Anchor anchor(point.x, point.y, 0, minScale);
addSymbolInstance({point}, anchor);
}
}
}
}
bool SymbolLayout::anchorIsTooClose(const std::u16string& text, const float repeatDistance, const Anchor& anchor) {
if (compareText.find(text) == compareText.end()) {
compareText.emplace(text, Anchors());
} else {
auto otherAnchors = compareText.find(text)->second;
for (const Anchor& otherAnchor : otherAnchors) {
if (util::dist<float>(anchor.point, otherAnchor.point) < repeatDistance) {
return true;
}
}
}
compareText[text].push_back(anchor);
return false;
}
// Analog of `addToLineVertexArray` in JS. This version doesn't need to build up a line array like the
// JS version does, but it uses the same logic to calculate tile distances.
std::vector<float> CalculateTileDistances(const GeometryCoordinates& line, const Anchor& anchor) {
std::vector<float> tileDistances(line.size());
if (anchor.segment != -1) {
auto sumForwardLength = util::dist<float>(anchor.point, line[anchor.segment + 1]);
auto sumBackwardLength = util::dist<float>(anchor.point, line[anchor.segment]);
for (size_t i = anchor.segment + 1; i < line.size(); i++) {
tileDistances[i] = sumForwardLength;
if (i < line.size() - 1) {
sumForwardLength += util::dist<float>(line[i + 1], line[i]);
}
}
for (auto i = anchor.segment; i >= 0; i--) {
tileDistances[i] = sumBackwardLength;
if (i > 0) {
sumBackwardLength += util::dist<float>(line[i - 1], line[i]);
}
}
}
return tileDistances;
}
std::unique_ptr<SymbolBucket> SymbolLayout::place(const bool showCollisionBoxes) {
const bool mayOverlap = layout.get<TextAllowOverlap>() || layout.get<IconAllowOverlap>() ||
layout.get<TextIgnorePlacement>() || layout.get<IconIgnorePlacement>();
auto bucket = std::make_unique<SymbolBucket>(layout, layerPaintProperties, textSize, iconSize, zoom, sdfIcons, iconsNeedLinear, mayOverlap, std::move(symbolInstances));
for (SymbolInstance &symbolInstance : bucket->symbolInstances) {
const bool hasText = symbolInstance.hasText;
const bool hasIcon = symbolInstance.hasIcon;
const auto& feature = features.at(symbolInstance.featureIndex);
// Insert final placement into collision tree and add glyphs/icons to buffers
if (hasText) {
const Range<float> sizeData = bucket->textSizeBinder->getVertexSizeData(feature);
bucket->text.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
symbolInstance.textOffset, symbolInstance.writingModes, symbolInstance.line, CalculateTileDistances(symbolInstance.line, symbolInstance.anchor));
symbolInstance.placedTextIndex = bucket->text.placedSymbols.size() - 1;
PlacedSymbol& horizontalSymbol = bucket->text.placedSymbols.back();
bool firstHorizontal = true;
for (const auto& symbol : symbolInstance.horizontalGlyphQuads) {
size_t index = addSymbol(
bucket->text, sizeData, symbol,
symbolInstance.anchor, horizontalSymbol);
if (firstHorizontal) {
horizontalSymbol.vertexStartIndex = index;
firstHorizontal = false;
}
}
if (symbolInstance.writingModes & WritingModeType::Vertical) {
bucket->text.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
symbolInstance.textOffset, WritingModeType::Vertical, symbolInstance.line, CalculateTileDistances(symbolInstance.line, symbolInstance.anchor));
symbolInstance.placedVerticalTextIndex = bucket->text.placedSymbols.size() - 1;
PlacedSymbol& verticalSymbol = bucket->text.placedSymbols.back();
bool firstVertical = true;
for (const auto& symbol : symbolInstance.verticalGlyphQuads) {
size_t index = addSymbol(
bucket->text, sizeData, symbol,
symbolInstance.anchor, verticalSymbol);
if (firstVertical) {
verticalSymbol.vertexStartIndex = index;
firstVertical = false;
}
}
}
}
if (hasIcon) {
if (symbolInstance.iconQuad) {
const Range<float> sizeData = bucket->iconSizeBinder->getVertexSizeData(feature);
bucket->icon.placedSymbols.emplace_back(symbolInstance.anchor.point, symbolInstance.anchor.segment, sizeData.min, sizeData.max,
symbolInstance.iconOffset, WritingModeType::None, symbolInstance.line, std::vector<float>());
symbolInstance.placedIconIndex = bucket->icon.placedSymbols.size() - 1;
PlacedSymbol& iconSymbol = bucket->icon.placedSymbols.back();
iconSymbol.vertexStartIndex = addSymbol(
bucket->icon, sizeData, *symbolInstance.iconQuad,
symbolInstance.anchor, iconSymbol);
}
}
for (auto& pair : bucket->paintPropertyBinders) {
pair.second.first.populateVertexVectors(feature, bucket->icon.vertices.vertexSize());
pair.second.second.populateVertexVectors(feature, bucket->text.vertices.vertexSize());
}
}
if (showCollisionBoxes) {
addToDebugBuffers(*bucket);
}
return bucket;
}
template <typename Buffer>
size_t SymbolLayout::addSymbol(Buffer& buffer,
const Range<float> sizeData,
const SymbolQuad& symbol,
const Anchor& labelAnchor,
PlacedSymbol& placedSymbol) {
constexpr const uint16_t vertexLength = 4;
const auto &tl = symbol.tl;
const auto &tr = symbol.tr;
const auto &bl = symbol.bl;
const auto &br = symbol.br;
const auto &tex = symbol.tex;
if (buffer.segments.empty() || buffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
buffer.segments.emplace_back(buffer.vertices.vertexSize(), buffer.triangles.indexSize());
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
auto& segment = buffer.segments.back();
assert(segment.vertexLength <= std::numeric_limits<uint16_t>::max());
uint16_t index = segment.vertexLength;
// coordinates (2 triangles)
buffer.vertices.emplace_back(SymbolLayoutAttributes::vertex(labelAnchor.point, tl, symbol.glyphOffset.y, tex.x, tex.y, sizeData));
buffer.vertices.emplace_back(SymbolLayoutAttributes::vertex(labelAnchor.point, tr, symbol.glyphOffset.y, tex.x + tex.w, tex.y, sizeData));
buffer.vertices.emplace_back(SymbolLayoutAttributes::vertex(labelAnchor.point, bl, symbol.glyphOffset.y, tex.x, tex.y + tex.h, sizeData));
buffer.vertices.emplace_back(SymbolLayoutAttributes::vertex(labelAnchor.point, br, symbol.glyphOffset.y, tex.x + tex.w, tex.y + tex.h, sizeData));
// Dynamic/Opacity vertices are initialized so that the vertex count always agrees with
// the layout vertex buffer, but they will always be updated before rendering happens
auto dynamicVertex = SymbolDynamicLayoutAttributes::vertex(labelAnchor.point, 0);
buffer.dynamicVertices.emplace_back(dynamicVertex);
buffer.dynamicVertices.emplace_back(dynamicVertex);
buffer.dynamicVertices.emplace_back(dynamicVertex);
buffer.dynamicVertices.emplace_back(dynamicVertex);
auto opacityVertex = SymbolOpacityAttributes::vertex(1.0, 1.0);
buffer.opacityVertices.emplace_back(opacityVertex);
buffer.opacityVertices.emplace_back(opacityVertex);
buffer.opacityVertices.emplace_back(opacityVertex);
buffer.opacityVertices.emplace_back(opacityVertex);
// add the two triangles, referencing the four coordinates we just inserted.
buffer.triangles.emplace_back(index + 0, index + 1, index + 2);
buffer.triangles.emplace_back(index + 1, index + 2, index + 3);
segment.vertexLength += vertexLength;
segment.indexLength += 6;
placedSymbol.glyphOffsets.push_back(symbol.glyphOffset.x);
return index;
}
void SymbolLayout::addToDebugBuffers(SymbolBucket& bucket) {
if (!hasSymbolInstances()) {
return;
}
for (const SymbolInstance &symbolInstance : symbolInstances) {
auto populateCollisionBox = [&](const auto& feature) {
SymbolBucket::CollisionBuffer& collisionBuffer = feature.alongLine ?
static_cast<SymbolBucket::CollisionBuffer&>(bucket.collisionCircle) :
static_cast<SymbolBucket::CollisionBuffer&>(bucket.collisionBox);
for (const CollisionBox &box : feature.boxes) {
auto& anchor = box.anchor;
Point<float> tl{box.x1, box.y1};
Point<float> tr{box.x2, box.y1};
Point<float> bl{box.x1, box.y2};
Point<float> br{box.x2, box.y2};
static constexpr std::size_t vertexLength = 4;
const std::size_t indexLength = feature.alongLine ? 6 : 8;
if (collisionBuffer.segments.empty() || collisionBuffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
collisionBuffer.segments.emplace_back(collisionBuffer.vertices.vertexSize(),
feature.alongLine? bucket.collisionCircle.triangles.indexSize() : bucket.collisionBox.lines.indexSize());
}
auto& segment = collisionBuffer.segments.back();
uint16_t index = segment.vertexLength;
collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, tl));
collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, tr));
collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, br));
collisionBuffer.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, symbolInstance.anchor.point, bl));
// Dynamic vertices are initialized so that the vertex count always agrees with
// the layout vertex buffer, but they will always be updated before rendering happens
auto dynamicVertex = CollisionBoxDynamicAttributes::vertex(false, false);
collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
collisionBuffer.dynamicVertices.emplace_back(dynamicVertex);
if (feature.alongLine) {
bucket.collisionCircle.triangles.emplace_back(index, index + 1, index + 2);
bucket.collisionCircle.triangles.emplace_back(index, index + 2, index + 3);
} else {
bucket.collisionBox.lines.emplace_back(index + 0, index + 1);
bucket.collisionBox.lines.emplace_back(index + 1, index + 2);
bucket.collisionBox.lines.emplace_back(index + 2, index + 3);
bucket.collisionBox.lines.emplace_back(index + 3, index + 0);
}
segment.vertexLength += vertexLength;
segment.indexLength += indexLength;
}
};
populateCollisionBox(symbolInstance.textCollisionFeature);
populateCollisionBox(symbolInstance.iconCollisionFeature);
}
}
} // namespace mbgl