Files
MapLibreParticleLab/src/mbgl/renderer/symbol_bucket.cpp
2015-04-01 16:11:48 -07:00

481 lines
19 KiB
C++

#include <mbgl/renderer/symbol_bucket.hpp>
#include <mbgl/map/geometry_tile.hpp>
#include <mbgl/style/style_layout.hpp>
#include <mbgl/geometry/text_buffer.hpp>
#include <mbgl/geometry/icon_buffer.hpp>
#include <mbgl/geometry/glyph_atlas.hpp>
#include <mbgl/geometry/sprite_atlas.hpp>
#include <mbgl/geometry/anchor.hpp>
#include <mbgl/geometry/resample.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/text/glyph_store.hpp>
#include <mbgl/text/quads.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/text/collision.hpp>
#include <mbgl/map/sprite.hpp>
#include <mbgl/util/utf.hpp>
#include <mbgl/util/token.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/merge_lines.hpp>
#include <mbgl/util/std.hpp>
namespace mbgl {
SymbolInstance::SymbolInstance(Anchor &anchor, const std::vector<Coordinate> &line,
const Shaping &shapedText, const PositionedIcon &shapedIcon,
const StyleLayoutSymbol &layout, const bool inside,
const float textBoxScale, const float textPadding, const float textAlongLine,
const float iconBoxScale, const float iconPadding, const float iconAlongLine,
const GlyphPositions &face) :
hasText(shapedText),
hasIcon(shapedIcon),
glyphQuads(inside && shapedText ?
getGlyphQuads(anchor, shapedText, textBoxScale, line, layout, textAlongLine, face) :
PlacedGlyphs()),
iconQuads(inside && shapedIcon ?
getIconQuads(anchor, shapedIcon, line, layout, iconAlongLine) :
PlacedGlyphs()),
textCollisionFeature(line, anchor, shapedText, textBoxScale, textPadding, textAlongLine),
iconCollisionFeature(line, anchor, shapedIcon, iconBoxScale, iconPadding, iconAlongLine) {};
SymbolBucket::SymbolBucket(std::unique_ptr<const StyleLayoutSymbol> styleLayout_, Collision &collision_)
: styleLayout(std::move(styleLayout_)), collision(collision_) {
assert(styleLayout);
}
SymbolBucket::~SymbolBucket() {
// Do not remove. header file only contains forward definitions to unique pointers.
}
void SymbolBucket::render(Painter &painter, const StyleLayer &layer_desc, const Tile::ID &id,
const mat4 &matrix) {
painter.renderSymbol(*this, layer_desc, id, matrix);
}
bool SymbolBucket::hasData() const { return hasTextData() || hasIconData(); }
bool SymbolBucket::hasTextData() const { return !text.groups.empty(); }
bool SymbolBucket::hasIconData() const { return !icon.groups.empty(); }
bool SymbolBucket::hasCollisionBoxData() const { return !collisionBox.groups.empty(); }
std::vector<SymbolFeature> SymbolBucket::processFeatures(const GeometryTileLayer& layer,
const FilterExpression& filter,
GlyphStore &glyphStore,
const Sprite &sprite) {
auto &layout = *styleLayout;
const bool has_text = layout.text.field.size();
const bool has_icon = layout.icon.image.size();
std::vector<SymbolFeature> features;
if (!has_text && !has_icon) {
return features;
}
// Determine and load glyph ranges
std::set<GlyphRange> ranges;
for (std::size_t i = 0; i < layer.featureCount(); i++) {
auto feature = layer.getFeature(i);
GeometryTileFeatureExtractor extractor(*feature);
if (!evaluate(filter, extractor))
continue;
SymbolFeature ft;
auto getValue = [&feature](const std::string& key) -> std::string {
auto value = feature->getValue(key);
return value ? toString(*value) : std::string();
};
if (has_text) {
std::string u8string = util::replaceTokens(layout.text.field, getValue);
if (layout.text.transform == TextTransformType::Uppercase) {
u8string = platform::uppercase(u8string);
} else if (layout.text.transform == TextTransformType::Lowercase) {
u8string = platform::lowercase(u8string);
}
ft.label = util::utf8_to_utf32::convert(u8string);
if (ft.label.size()) {
// Loop through all characters of this text and collect unique codepoints.
for (char32_t chr : ft.label) {
ranges.insert(getGlyphRange(chr));
}
}
}
if (has_icon) {
ft.sprite = util::replaceTokens(layout.icon.image, getValue);
}
if (ft.label.length() || ft.sprite.length()) {
auto &multiline = ft.geometry;
GeometryCollection geometryCollection = feature->getGeometries();
for (auto& line : geometryCollection) {
multiline.emplace_back();
for (auto& point : line) {
multiline.back().emplace_back(point.x, point.y);
}
}
features.push_back(std::move(ft));
}
}
if (layout.placement == PlacementType::Line) {
util::mergeLines(features);
}
glyphStore.waitForGlyphRanges(layout.text.font, ranges);
sprite.waitUntilLoaded();
return features;
}
void SymbolBucket::addFeatures(const GeometryTileLayer& layer,
const FilterExpression& filter,
uintptr_t tileUID,
SpriteAtlas& spriteAtlas,
Sprite& sprite,
GlyphAtlas& glyphAtlas,
GlyphStore& glyphStore) {
auto &layout = *styleLayout;
const std::vector<SymbolFeature> features = processFeatures(layer, filter, glyphStore, sprite);
float horizontalAlign = 0.5;
float verticalAlign = 0.5;
switch (layout.text.anchor) {
case TextAnchorType::Top:
case TextAnchorType::Bottom:
case TextAnchorType::Center:
break;
case TextAnchorType::Right:
case TextAnchorType::TopRight:
case TextAnchorType::BottomRight:
horizontalAlign = 1;
break;
case TextAnchorType::Left:
case TextAnchorType::TopLeft:
case TextAnchorType::BottomLeft:
horizontalAlign = 0;
break;
}
switch (layout.text.anchor) {
case TextAnchorType::Left:
case TextAnchorType::Right:
case TextAnchorType::Center:
break;
case TextAnchorType::Bottom:
case TextAnchorType::BottomLeft:
case TextAnchorType::BottomRight:
verticalAlign = 1;
break;
case TextAnchorType::Top:
case TextAnchorType::TopLeft:
case TextAnchorType::TopRight:
verticalAlign = 0;
break;
}
const float justify = layout.text.justify == TextJustifyType::Right ? 1 :
layout.text.justify == TextJustifyType::Left ? 0 :
0.5;
const auto &fontStack = glyphStore.getFontStack(layout.text.font);
for (const SymbolFeature &feature : features) {
if (!feature.geometry.size()) continue;
Shaping shapedText;
PositionedIcon shapedIcon;
GlyphPositions face;
// if feature has text, shape the text
if (feature.label.length()) {
shapedText = fontStack->getShaping(
/* string */ feature.label,
/* maxWidth: ems */ layout.text.max_width * 24,
/* lineHeight: ems */ layout.text.line_height * 24,
/* horizontalAlign */ horizontalAlign,
/* verticalAlign */ verticalAlign,
/* justify */ justify,
/* spacing: ems */ layout.text.letter_spacing * 24,
/* translate */ vec2<float>(layout.text.offset[0], layout.text.offset[1]));
// Add the glyphs we need for this label to the glyph atlas.
if (shapedText) {
glyphAtlas.addGlyphs(tileUID, feature.label, layout.text.font, fontStack, face);
}
}
// if feature has icon, get sprite atlas position
if (feature.sprite.length()) {
sprite.waitUntilLoaded();
Rect<uint16_t> image = spriteAtlas.getImage(feature.sprite, false);
shapedIcon = shapeIcon(image, layout);
if (sprite.getSpritePosition(feature.sprite).sdf) {
sdfIcons = true;
}
}
// if either shapedText or icon position is present, add the feature
if (shapedText || shapedIcon) {
addFeature(feature.geometry, shapedText, shapedIcon, face);
}
}
placeFeatures();
}
void SymbolBucket::addFeature(const std::vector<std::vector<Coordinate>> &lines,
const Shaping &shapedText, const PositionedIcon &shapedIcon, const GlyphPositions &face) {
auto &layout = *styleLayout;
const float minScale = 0.5f;
const float glyphSize = 24.0f;
const float fontScale = layout.text.max_size / glyphSize;
const float textBoxScale = collision.tilePixelRatio * fontScale;
const float iconBoxScale = collision.tilePixelRatio * layout.icon.max_size;
//const float symbolSpacing = collision.tilePixelRatio * layout.min_distance;
const bool avoidEdges = layout.avoid_edges && layout.placement != PlacementType::Line;
const float textPadding = layout.text.padding * collision.tilePixelRatio;
const float iconPadding = layout.icon.padding * collision.tilePixelRatio;
//const float textMaxAngle = layout.text.max_angle * M_PI / 180;
const bool textAlongLine =
layout.text.rotation_alignment != RotationAlignmentType::Viewport &&
layout.placement == PlacementType::Line;
const bool iconAlongLine =
layout.icon.rotation_alignment != RotationAlignmentType::Viewport &&
layout.placement == PlacementType::Line;
// TODO clip lines here
for (const std::vector<Coordinate> &line : lines) {
if (!line.size()) continue;
// Calculate the anchor points around which you want to place labels
Anchors anchors = layout.placement == PlacementType::Line ?
resample(line, layout.min_distance, minScale, collision.maxPlacementScale, collision.tilePixelRatio, 0.0f) :
Anchors({ Anchor(float(line[0].x), float(line[0].y), 0, minScale) });
// For each potential label, create the placement features used to check for collisions, and the quads use for rendering.
for (Anchor &anchor : anchors) {
const bool inside = !(anchor.x < 0 || anchor.x > 4096 || anchor.y < 0 || anchor.y > 4096);
if (avoidEdges && !inside) continue;
symbolInstances.emplace_back(anchor, line, shapedText, shapedIcon, layout, inside,
textBoxScale, textPadding, textAlongLine,
iconBoxScale, iconPadding, iconAlongLine,
face);
}
}
}
void SymbolBucket::placeFeatures() {
//auto &layout = *styleLayout;
for (SymbolInstance &symbolInstance : symbolInstances) {
const bool hasText = symbolInstance.hasText;
const bool hasIcon = symbolInstance.hasIcon;
float glyphScale = 0.5f;
float iconScale = 0.5f;
/*
if (!iconWithoutText && !textWithoutIcon) {
iconScale = glyphScale = util::max(iconScale, glyphScale);
} else if (!textWithoutIcon && glyphScale) {
glyphScale = util::max(iconScale, glyphScale);
} else if (!iconWithoutText && iconScale) {
iconScale = util::max(iconScale, glyphScale);
}
*/
// Insert final placement into collision tree and add glyphs/icons to buffers
if (hasText && std::isfinite(glyphScale)) {
addSymbols<TextBuffer, TextElementGroup>(text, symbolInstance.glyphQuads, glyphScale);
}
if (hasIcon && std::isfinite(iconScale)) {
addSymbols<IconBuffer, IconElementGroup>(icon, symbolInstance.iconQuads, iconScale);
}
}
addToDebugBuffers();
}
template <typename Buffer, typename GroupType>
void SymbolBucket::addSymbols(Buffer &buffer, const PlacedGlyphs &symbols, float scale) {
const float zoom = collision.zoom;
const float placementZoom = std::log(scale) / std::log(2) + zoom;
for (const PlacedGlyph &symbol : symbols) {
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;
float minZoom =
util::max(static_cast<float>(zoom + log(symbol.minScale) / log(2)), placementZoom);
float maxZoom = util::min(static_cast<float>(zoom + log(symbol.maxScale) / log(2)), 25.0f);
const auto &glyphAnchor = symbol.anchor;
if (maxZoom <= minZoom)
continue;
// Lower min zoom so that while fading out the label
// it can be shown outside of collision-free zoom levels
if (minZoom == placementZoom) {
minZoom = 0;
}
const int glyph_vertex_length = 4;
if (!buffer.groups.size() ||
(buffer.groups.back()->vertex_length + glyph_vertex_length > 65535)) {
// Move to a new group because the old one can't hold the geometry.
buffer.groups.emplace_back(util::make_unique<GroupType>());
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
assert(buffer.groups.back());
auto &triangleGroup = *buffer.groups.back();
uint32_t triangleIndex = triangleGroup.vertex_length;
// coordinates (2 triangles)
buffer.vertices.add(glyphAnchor.x, glyphAnchor.y, tl.x, tl.y, tex.x, tex.y, minZoom,
maxZoom, placementZoom);
buffer.vertices.add(glyphAnchor.x, glyphAnchor.y, tr.x, tr.y, tex.x + tex.w, tex.y,
minZoom, maxZoom, placementZoom);
buffer.vertices.add(glyphAnchor.x, glyphAnchor.y, bl.x, bl.y, tex.x, tex.y + tex.h,
minZoom, maxZoom, placementZoom);
buffer.vertices.add(glyphAnchor.x, glyphAnchor.y, br.x, br.y, tex.x + tex.w, tex.y + tex.h,
minZoom, maxZoom, placementZoom);
// add the two triangles, referencing the four coordinates we just inserted.
buffer.triangles.add(triangleIndex + 0, triangleIndex + 1, triangleIndex + 2);
buffer.triangles.add(triangleIndex + 1, triangleIndex + 2, triangleIndex + 3);
triangleGroup.vertex_length += glyph_vertex_length;
triangleGroup.elements_length += 2;
}
}
void SymbolBucket::addToDebugBuffers() {
const float yStretch = 1.0f;
const float angle = 0.0f;
const float zoom = collision.zoom;
float angle_sin = std::sin(-angle);
float angle_cos = std::cos(-angle);
std::array<float, 4> matrix = {{angle_cos, -angle_sin, angle_sin, angle_cos}};
for (const SymbolInstance &symbolInstance : symbolInstances) {
for (int i = 0; i < 2; i++) {
auto& feature = i == 0 ?
symbolInstance.textCollisionFeature :
symbolInstance.iconCollisionFeature;
for (const CollisionBox &box : feature.boxes) {
auto& anchor = box.anchor;
vec2<float> tl{box.x1, box.y1 * yStretch};
vec2<float> tr{box.x2, box.y1 * yStretch};
vec2<float> bl{box.x1, box.y2 * yStretch};
vec2<float> br{box.x2, box.y2 * yStretch};
tl = tl.matMul(matrix);
tr = tr.matMul(matrix);
bl = bl.matMul(matrix);
br = br.matMul(matrix);
const float maxZoom = util::max(0.0f, util::min(25.0f, static_cast<float>(zoom + log(box.maxScale) / log(2))));
const float placementZoom= util::max(0.0f, util::min(25.0f, static_cast<float>(zoom + log(box.placementScale) / log(2))));
if (!collisionBox.groups.size()) {
// Move to a new group because the old one can't hold the geometry.
collisionBox.groups.emplace_back(util::make_unique<CollisionBoxElementGroup>());
}
collisionBox.vertices.add(anchor.x, anchor.y, tl.x, tl.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, tr.x, tr.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, tr.x, tr.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, br.x, br.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, br.x, br.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, bl.x, bl.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, bl.x, bl.y, maxZoom, placementZoom);
collisionBox.vertices.add(anchor.x, anchor.y, tl.x, tl.y, maxZoom, placementZoom);
auto &group= *collisionBox.groups.back();
group.vertex_length += 8;
}
}
}
}
void SymbolBucket::drawGlyphs(SDFShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
for (auto &group : text.groups) {
assert(group);
group->array[0].bind(shader, text.vertices, text.triangles, vertex_index);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index));
vertex_index += group->vertex_length * text.vertices.itemSize;
elements_index += group->elements_length * text.triangles.itemSize;
}
}
void SymbolBucket::drawIcons(SDFShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
for (auto &group : icon.groups) {
assert(group);
group->array[0].bind(shader, icon.vertices, icon.triangles, vertex_index);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index));
vertex_index += group->vertex_length * icon.vertices.itemSize;
elements_index += group->elements_length * icon.triangles.itemSize;
}
}
void SymbolBucket::drawIcons(IconShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
for (auto &group : icon.groups) {
assert(group);
group->array[1].bind(shader, icon.vertices, icon.triangles, vertex_index);
MBGL_CHECK_ERROR(glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index));
vertex_index += group->vertex_length * icon.vertices.itemSize;
elements_index += group->elements_length * icon.triangles.itemSize;
}
}
void SymbolBucket::drawCollisionBoxes(CollisionBoxShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
for (auto &group : collisionBox.groups) {
group->array[0].bind(shader, collisionBox.vertices, vertex_index);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, group->vertex_length));
}
}
}