mapbox / mapbox-gl-js

Interactive, thoroughly customizable maps in the browser, powered by vector tiles and WebGL
https://docs.mapbox.com/mapbox-gl-js/
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Enable property functions for "text-size" and "icon-size" #4228

Closed lucaswoj closed 7 years ago

Scarysize commented 7 years ago

Great! 🎉

anandthakker commented 7 years ago

I was a bit concerned, seeing this line, that property functions for text and icon size would require introducing a new vertex attribute -- which, on the -native side, would take us back over the low-end-device limit of 8.

Some notes from a deep dive trying to understand what's going on with adjustedSize:

  1. To deal with going “around corners” for symbol-placement: line, we may produce multiple “quad” layouts for each label.
  2. In such cases, each symbol ‘quad’ that’s created includes a minScale and maxScale, which determine the range of scales, relative to the tile’s zoom level, that this instance of the symbol should be drawn. We store these as a “minzoom” and “maxzoom” attribute for each symbol (actually for each vertex).
  3. However, since these per-symbol minzoom/maxzoom are determined at layout time, they must be calculated using a fixed font size — causes a problem when font size is zoom-dependent.
  4. So, when laying out a tile at zoom z, we calculate minzoom and maxzoom based on the value of text-size at zoom: z+1 (this is what we’re calling adjustedTextSize). Then, at render time, we lie to the shader by giving it a u_zoom value that incorporates the ratio between the actual text-size value and the one we used during placement.

See also https://github.com/mapbox/mapbox-gl-js/commit/cac61d0a1568d7fd51ea32e95ad188a09bc709d2 (h/t @jfirebaugh for finding this)

Based on the fact that minzoom and maxzoom already exist as attributes (via a_data), I think there's hope that we can rework this to allow property functions without adding a new attribute (by moving some calculations into the shader).

anandthakker commented 7 years ago

Alright - looking into things a bit more, I think the main sticking point here is that we need to put more data into the layout attributes--namely:

Right now, the symbol layout attributes look like:

attribute vec4 a_pos_offset;
attribute vec2 a_texture_pos; // backed by uint16
attribute vec4 a_data; // backed by uint8

So, we do have enough bits in here to pack in the size data we need, but to get decent precision I think we're gonna have to get a little hacky. Something like:

cc @jfirebaugh @lucaswoj @mollymerp -- anyone see a less ugly way forward here?

anandthakker commented 7 years ago

Hmm, actually, there's a problem I didn't account for in my previous comment: the text and icons in a single symbol layer are rendered in different draw calls, but they share the same layout attributes. To use the strategy described above, we'd need to include both text-size and icon-size data in the layout attribute buffers. With min and max values for each of these and the adjustedSize value, that's 5 values, and only 64 bits of extra space from the packing.

đŸ€”

jfirebaugh commented 7 years ago

they share the same layout attributes

They share the same attribute layout, but don't share attribute buffers. The layout can contain a size attribute that has different values for each buffer.

jfirebaugh commented 7 years ago

👍 on the packing strategy. Looks like we have just enough bits for everything.

anandthakker commented 7 years ago

They share the same attribute layout, but don't share attribute buffers. The layout can contain a size attribute that has different values for each buffer.

Oh! You're totally right--I had psyched myself out. Yay 🎉

anandthakker commented 7 years ago

An issue I'm now realizing as I work on implementing this: both in native and JS, all the machinery around how we bind possibly data-driven properties to attributes(/uniforms) is set up to handle paint properties. Specifically, this machinery makes sure that we only use as big a buffer as necessary, depending on whether a property value is constant, or a {source,camera,composite} function.

Some options:

lucaswoj commented 7 years ago

all the machinery around how we bind possibly data-driven properties to attributes(/uniforms) is set up to handle paint properties

Up until now, we haven't needed any special "machinery" to handle data-driven layout properties. Unlike paint properties, layout properties are usually already specified as per-feature attributes. Take a look at this PR which adds support for a data-driven layout property, symbol-rotation, https://github.com/mapbox/mapbox-gl-js/pull/2738. (Not sure if this is directly applicable to the case of text-size).

If you do need to build some new "machinery" you may find use from an earlier implementation of Bucket which implemented a more powerful interface for setting up buffer layouts. This was reverted in https://github.com/mapbox/mapbox-gl-js/pull/3527.