/* * Returns a matrix for converting from tile units to the correct label coordinate space. */ mat4 getLabelPlaneMatrix(const mat4& posMatrix, const bool pitchWithMap, const bool rotateWithMap, const TransformState& state, const float pixelsToTileUnits) { mat4 m; matrix::identity(m); if (pitchWithMap) { matrix::scale(m, m, 1 / pixelsToTileUnits, 1 / pixelsToTileUnits, 1); if (!rotateWithMap) { matrix::rotate_z(m, m, state.getBearing()); } } else { matrix::scale(m, m, state.getSize().width / 2.0, -(state.getSize().height / 2.0), 1.0); matrix::translate(m, m, 1, -1, 0); matrix::multiply(m, m, posMatrix); } return m; }
void reprojectLineLabels(gfx::VertexVector<gfx::Vertex<SymbolDynamicLayoutAttributes>>& dynamicVertexArray, const std::vector<PlacedSymbol>& placedSymbols, const mat4& posMatrix, bool pitchWithMap, bool rotateWithMap, bool keepUpright, const RenderTile& tile, const SymbolSizeBinder& sizeBinder, const TransformState& state) { const ZoomEvaluatedSize partiallyEvaluatedSize = sizeBinder.evaluateForZoom(state.getZoom()); const std::array<double, 2> clippingBuffer = {{ 256.0 / state.getSize().width * 2.0 + 1.0, 256.0 / state.getSize().height * 2.0 + 1.0 }}; const float pixelsToTileUnits = tile.id.pixelsToTileUnits(1, state.getZoom()); const mat4 labelPlaneMatrix = getLabelPlaneMatrix(posMatrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits); const mat4 glCoordMatrix = getGlCoordMatrix(posMatrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits); dynamicVertexArray.clear(); bool useVertical = false; for (auto& placedSymbol : placedSymbols) { // Don't do calculations for vertical glyphs unless the previous symbol was horizontal // and we determined that vertical glyphs were necessary. // Also don't do calculations for symbols that are collided and fully faded out if (placedSymbol.hidden || (placedSymbol.writingModes == WritingModeType::Vertical && !useVertical)) { hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray); continue; } // Awkward... but we're counting on the paired "vertical" symbol coming immediately after its horizontal counterpart useVertical = false; vec4 anchorPos = {{ placedSymbol.anchorPoint.x, placedSymbol.anchorPoint.y, 0, 1 }}; matrix::transformMat4(anchorPos, anchorPos, posMatrix); // Don't bother calculating the correct point for invisible labels. if (!isVisible(anchorPos, clippingBuffer)) { hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray); continue; } const float cameraToAnchorDistance = anchorPos[3]; const float perspectiveRatio = 0.5 + 0.5 * (cameraToAnchorDistance / state.getCameraToCenterDistance()); const float fontSize = evaluateSizeForFeature(partiallyEvaluatedSize, placedSymbol); const float pitchScaledFontSize = pitchWithMap ? fontSize * perspectiveRatio : fontSize / perspectiveRatio; const Point<float> anchorPoint = project(placedSymbol.anchorPoint, labelPlaneMatrix).first; PlacementResult placeUnflipped = placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, false /*unflipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint, state.getSize().aspectRatio()); useVertical = placeUnflipped == PlacementResult::UseVertical; if (placeUnflipped == PlacementResult::NotEnoughRoom || useVertical || (placeUnflipped == PlacementResult::NeedsFlipping && placeGlyphsAlongLine(placedSymbol, pitchScaledFontSize, true /*flipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, dynamicVertexArray, anchorPoint, state.getSize().aspectRatio()) == PlacementResult::NotEnoughRoom)) { hideGlyphs(placedSymbol.glyphOffsets.size(), dynamicVertexArray); } } }
std::vector<UnwrappedTileID> tileCover(const TransformState& state, int32_t z) { assert(state.valid()); const double w = state.getSize().width; const double h = state.getSize().height; return tileCover( TileCoordinate::fromScreenCoordinate(state, z, { 0, 0 }).p, TileCoordinate::fromScreenCoordinate(state, z, { w, 0 }).p, TileCoordinate::fromScreenCoordinate(state, z, { w, h }).p, TileCoordinate::fromScreenCoordinate(state, z, { 0, h }).p, TileCoordinate::fromScreenCoordinate(state, z, { w/2, h/2 }).p, z); }