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MapLibreParticleLab/src/mbgl/algorithm/update_tile_masks.hpp
Bart Louwers 71f6da2722 Add clang-format (#1086)
Co-authored-by: mwilsnd <mwilsnd@gmail.com>
2023-05-01 16:57:37 +02:00

144 lines
6.1 KiB
C++

#pragma once
#include <mbgl/renderer/tile_mask.hpp>
#include <vector>
#include <functional>
#include <algorithm>
namespace mbgl {
namespace algorithm {
template <typename T>
bool tileNeedsMask(const std::reference_wrapper<T>& tile) {
return tile.get().usedByRenderedLayers;
}
template <typename T>
void setTileMask(const std::reference_wrapper<T>& tile, TileMask&& mask) {
return tile.get().setMask(std::move(mask));
}
// Overloads for tests
template <typename T>
bool tileNeedsMask(const T& tile) {
return tile.usedByRenderedLayers;
}
template <typename T>
void setTileMask(T& tile, TileMask&& mask) {
return tile.setMask(std::move(mask));
}
template <typename Iterator>
void computeTileMasks(
const CanonicalTileID& root, const UnwrappedTileID& ref, const Iterator begin, const Iterator end, TileMask& mask) {
// If the reference or any of its children is found in the list, we need to recurse.
for (auto it = begin; it != end; ++it) {
const UnwrappedTileID& id = it->first;
if (!tileNeedsMask(it->second)) {
continue;
}
if (ref == id) {
// The current tile is masked out, so we don't need to add them to the mask set.
return;
}
if (id.isChildOf(ref)) {
// There's at least one child tile that is masked out, so recursively descend.
for (const auto& child : ref.children()) {
computeTileMasks(root, child, it, end, mask);
}
return;
}
}
// We couldn't find a child, so it's definitely a masked part.
// Compute the difference between the root tile ID and the reference tile
// ID, since TileMask elements are always relative (see below for
// explanation).
const uint8_t diffZ = ref.canonical.z - root.z;
mask.emplace(diffZ, ref.canonical.x - (root.x << diffZ), ref.canonical.y - (root.y << diffZ));
}
// Updates the TileMasks for all renderable tiles. Each renderable tile has a
// corresponding UnwrappedTileID indicating where it should be rendered on the
// screen. A TileMask describes all regions within a renderable tile that are
// *not* covered by other renderable tiles. Example: Renderable tiles in our
// list are 2/1/3, 3/3/6, and 4/5/13. The schematic for creating the TileMask
// for 2/1/3 looks like this:
//
// ┌────────┬────────┬─────────────────┐
// │ │ │#################│
// │ 4/4/12 │ 4/5/12 │#################│
// │ │ │#################│
// ├──────3/2/6──────┤#####3/3/6#######│
// │ │########│#################│
// │ 4/4/13 │#4/5/13#│#################│
// │ │########│#################│
// ├────────┴──────2/1/3───────────────┤
// │ │ │
// │ │ │
// │ │ │
// │ 3/2/7 │ 3/3/7 │
// │ │ │
// │ │ │
// │ │ │
// └─────────────────┴─────────────────┘
//
// The TileMask for 2/1/3 thus consists of the tiles 4/4/12, 4/5/12, 4/4/13,
// 3/2/7, and 3/3/7, but it does *not* include 4/5/13, and 3/3/6, since these
// are other renderable tiles. A TileMask always contains TileIDs *relative* to
// the tile it is generated for, so 2/1/3 is "subtracted" from these TileIDs.
// The final TileMask for 2/1/3 will thus be:
//
// ┌────────┬────────┬─────────────────┐
// │ │ │#################│
// │ 2/0/0 │ 2/1/0 │#################│
// │ │ │#################│
// ├────────┼────────┤#################│
// │ │########│#################│
// │ 2/0/1 │########│#################│
// │ │########│#################│
// ├────────┴────────┼─────────────────┤
// │ │ │
// │ │ │
// │ │ │
// │ 1/0/1 │ 1/1/1 │
// │ │ │
// │ │ │
// │ │ │
// └─────────────────┴─────────────────┘
//
// Only other renderable tiles that are *children* of the renderable tile we are
// generating the mask for will will be considered. For example, adding a
// renderable tile with TileID 4/8/13 won't affect the TileMask for 2/1/3, since
// it is not a descendant of it.
template <typename RenderableTilesMap>
void updateTileMasks(RenderableTilesMap& renderables) {
TileMask mask;
const auto end = renderables.end();
for (auto it = renderables.begin(); it != end; ++it) {
const UnwrappedTileID& id = it->first;
if (!tileNeedsMask(it->second)) {
continue;
}
// Try to add all remaining ids as children. We sorted the tile list
// by z earlier, so all preceding items cannot be children of the
// current tile. We also compute the lower bound of the next wrap,
// because items of the next wrap can never be children of the current
// wrap.
auto child_it = std::next(it);
const auto children_end = std::lower_bound(
child_it, end, UnwrappedTileID{static_cast<int16_t>(id.wrap + 1), {0, 0, 0}}, [](auto& a, auto& b) {
return a.first < b;
});
mask.clear();
computeTileMasks(id.canonical, id, child_it, children_end, mask);
setTileMask(it->second, std::move(mask));
}
}
} // namespace algorithm
} // namespace mbgl