1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
use std::collections::HashMap;

use aabb_quadtree::QuadTree;

use abstutil::Timer;
use geom::{Bounds, Distance, Polygon};
use map_model::{
    AreaID, BuildingID, IntersectionID, LaneID, Map, ParkingLotID, Road, RoadID, TransitStopID,
};
use widgetry::{Color, Drawable, EventCtx, GeomBatch};

use crate::colors::ColorScheme;
use crate::options::Options;
use crate::render::building::DrawBuilding;
use crate::render::intersection::DrawIntersection;
use crate::render::lane::DrawLane;
use crate::render::parking_lot::DrawParkingLot;
use crate::render::road::DrawRoad;
use crate::render::transit_stop::DrawTransitStop;
use crate::render::{AgentCache, DrawArea, Renderable};
use crate::{AppLike, ID};

pub struct DrawMap {
    pub roads: Vec<DrawRoad>,
    pub intersections: Vec<DrawIntersection>,
    pub buildings: Vec<DrawBuilding>,
    pub parking_lots: Vec<DrawParkingLot>,
    pub bus_stops: HashMap<TransitStopID, DrawTransitStop>,
    pub areas: Vec<DrawArea>,

    pub boundary_polygon: Drawable,
    pub draw_all_unzoomed_roads_and_intersections: Drawable,
    pub draw_all_buildings: Drawable,
    pub draw_all_building_outlines: Drawable,
    pub draw_all_unzoomed_parking_lots: Drawable,
    pub draw_all_areas: Drawable,

    pub zorder_range: (isize, isize),
    pub show_zorder: isize,

    quadtree: QuadTree<ID>,
    // Remember these so we can modify the bounding box of some objects.
    quadtree_ids: HashMap<ID, aabb_quadtree::ItemId>,
}

impl DrawMap {
    pub fn new(
        ctx: &mut EventCtx,
        map: &Map,
        opts: &Options,
        cs: &ColorScheme,
        timer: &mut Timer,
    ) -> DrawMap {
        let mut roads: Vec<DrawRoad> = Vec::new();
        let mut low_z = 0;
        let mut high_z = 0;
        timer.start_iter("make DrawRoads", map.all_roads().len());
        for r in map.all_roads() {
            timer.next();
            roads.push(DrawRoad::new(r));
            low_z = low_z.min(r.zorder);
            high_z = high_z.max(r.zorder);
        }

        let mut intersections: Vec<DrawIntersection> = Vec::new();
        timer.start_iter("make DrawIntersections", map.all_intersections().len());
        for i in map.all_intersections() {
            timer.next();
            intersections.push(DrawIntersection::new(i, map));
        }

        let draw_all_unzoomed_roads_and_intersections =
            DrawMap::regenerate_unzoomed_layer(map, cs, ctx, timer);

        let mut buildings: Vec<DrawBuilding> = Vec::new();
        let mut all_buildings = GeomBatch::new();
        let mut all_building_outlines = GeomBatch::new();
        timer.start_iter("make DrawBuildings", map.all_buildings().len());
        for b in map.all_buildings() {
            timer.next();
            buildings.push(DrawBuilding::new(
                ctx,
                b,
                map,
                cs,
                opts,
                &mut all_buildings,
                &mut all_building_outlines,
            ));
        }
        timer.start("upload all buildings");
        let draw_all_buildings = all_buildings.upload(ctx);
        let draw_all_building_outlines = all_building_outlines.upload(ctx);
        timer.stop("upload all buildings");

        timer.start("make DrawParkingLot");
        let mut parking_lots: Vec<DrawParkingLot> = Vec::new();
        let mut all_unzoomed_parking_lots = GeomBatch::new();
        for pl in map.all_parking_lots() {
            parking_lots.push(DrawParkingLot::new(
                ctx,
                pl,
                cs,
                &mut all_unzoomed_parking_lots,
            ));
        }
        let draw_all_unzoomed_parking_lots = all_unzoomed_parking_lots.upload(ctx);
        timer.stop("make DrawParkingLot");

        timer.start_iter("make DrawTransitStop", map.all_transit_stops().len());
        let mut bus_stops: HashMap<TransitStopID, DrawTransitStop> = HashMap::new();
        for s in map.all_transit_stops().values() {
            timer.next();
            bus_stops.insert(s.id, DrawTransitStop::new(ctx, s, map, cs));
        }

        let mut areas: Vec<DrawArea> = Vec::new();
        let mut all_areas = GeomBatch::new();
        timer.start_iter("make DrawAreas", map.all_areas().len());
        for a in map.all_areas() {
            timer.next();
            areas.push(DrawArea::new(ctx, a, cs, &mut all_areas));
        }
        timer.start("upload all areas");
        let draw_all_areas = all_areas.upload(ctx);
        timer.stop("upload all areas");

        let boundary_polygon = ctx.upload(GeomBatch::from(vec![(
            cs.map_background.clone(),
            map.get_boundary_polygon().clone(),
        )]));

        timer.start("create quadtree");
        let mut quadtree = QuadTree::default(map.get_bounds().as_bbox());
        let mut quadtree_ids = HashMap::new();
        // TODO use iter chain if everything was boxed as a renderable...
        for obj in &roads {
            let item_id =
                quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
            quadtree_ids.insert(obj.get_id(), item_id);
        }
        for obj in &intersections {
            let item_id =
                quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
            quadtree_ids.insert(obj.get_id(), item_id);
        }
        for obj in &buildings {
            quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
        }
        for obj in &parking_lots {
            quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
        }
        // Don't put TransitStops in the quadtree
        for obj in &areas {
            quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
        }
        timer.stop("create quadtree");

        info!(
            "static DrawMap consumes {} MB on the GPU",
            abstutil::prettyprint_usize(ctx.prerender.get_total_bytes_uploaded() / 1024 / 1024)
        );

        let bounds = map.get_bounds();
        ctx.canvas.map_dims = (bounds.width(), bounds.height());

        DrawMap {
            roads,
            intersections,
            buildings,
            parking_lots,
            bus_stops,
            areas,
            boundary_polygon,
            draw_all_unzoomed_roads_and_intersections,
            draw_all_buildings,
            draw_all_building_outlines,
            draw_all_unzoomed_parking_lots,
            draw_all_areas,

            quadtree,
            quadtree_ids,

            zorder_range: (low_z, high_z),
            show_zorder: high_z,
        }
    }

    pub fn regenerate_unzoomed_layer(
        map: &Map,
        cs: &ColorScheme,
        ctx: &EventCtx,
        timer: &mut Timer,
    ) -> Drawable {
        timer.start("generate unzoomed roads and intersections");

        // TODO Different in night mode
        let outline_color = Color::BLACK;
        let outline_thickness = Distance::meters(1.0);
        // We want the outlines slightly above the equivalent layer. z-order is an isize, and f64
        // makes sort_by_key annoying, so just multiply the existing z-orders by 10.
        let outline_z_offset = 5;
        let mut unzoomed_pieces: Vec<(isize, Color, Polygon)> = Vec::new();

        for r in map.all_roads() {
            let width = r.get_width();

            unzoomed_pieces.push((
                10 * r.zorder,
                if r.is_light_rail() {
                    cs.light_rail_track
                } else if r.is_cycleway() {
                    cs.unzoomed_trail
                } else if r.is_private() && cs.private_road.is_some() {
                    cs.private_road.unwrap()
                } else {
                    cs.unzoomed_road_surface(r.get_rank())
                },
                r.center_pts.make_polygons(width),
            ));

            if cs.experiment {
                // Draw a thick outline on the left and right
                if let Ok(pl) = r.center_pts.shift_left(width / 2.0) {
                    unzoomed_pieces.push((
                        10 * r.zorder + outline_z_offset,
                        outline_color,
                        pl.make_polygons(outline_thickness),
                    ));
                }
                if let Ok(pl) = r.center_pts.shift_right(width / 2.0) {
                    unzoomed_pieces.push((
                        10 * r.zorder + outline_z_offset,
                        outline_color,
                        pl.make_polygons(outline_thickness),
                    ));
                }
            }
        }
        for i in map.all_intersections() {
            let zorder = 10 * i.get_zorder(map);
            unzoomed_pieces.push((
                zorder,
                if i.is_stop_sign() {
                    if i.is_light_rail(map) {
                        cs.light_rail_track
                    } else if i.is_cycleway(map) {
                        cs.unzoomed_trail
                    } else if i.is_private(map) && cs.private_road.is_some() {
                        cs.private_road.unwrap()
                    } else {
                        cs.unzoomed_road_surface(i.get_rank(map))
                    }
                } else {
                    cs.unzoomed_interesting_intersection
                },
                i.polygon.clone(),
            ));

            if cs.experiment {
                for pl in DrawIntersection::get_unzoomed_outline(i, map) {
                    unzoomed_pieces.push((
                        zorder + outline_z_offset,
                        outline_color,
                        pl.make_polygons(outline_thickness),
                    ));
                }
            }
        }
        unzoomed_pieces.sort_by_key(|(z, _, _)| *z);
        let mut unzoomed_batch = GeomBatch::new();
        for (_, color, poly) in unzoomed_pieces {
            unzoomed_batch.push(color, poly);
        }
        let draw_all_unzoomed_roads_and_intersections = unzoomed_batch.upload(ctx);
        timer.stop("generate unzoomed roads and intersections");
        draw_all_unzoomed_roads_and_intersections
    }

    // The alt to these is implementing std::ops::Index, but that's way more verbose!
    pub fn get_r(&self, id: RoadID) -> &DrawRoad {
        &self.roads[id.0]
    }

    pub fn get_l(&self, id: LaneID) -> &DrawLane {
        &self.get_r(id.road).lanes[id.offset]
    }

    pub fn get_i(&self, id: IntersectionID) -> &DrawIntersection {
        &self.intersections[id.0]
    }

    pub fn get_b(&self, id: BuildingID) -> &DrawBuilding {
        &self.buildings[id.0]
    }

    pub fn get_pl(&self, id: ParkingLotID) -> &DrawParkingLot {
        &self.parking_lots[id.0]
    }

    pub fn get_ts(&self, id: TransitStopID) -> &DrawTransitStop {
        &self.bus_stops[&id]
    }

    pub fn get_a(&self, id: AreaID) -> &DrawArea {
        &self.areas[id.0]
    }

    pub fn get_obj<'a>(
        &'a self,
        ctx: &EventCtx,
        id: ID,
        app: &dyn AppLike,
        agents: &'a mut AgentCache,
    ) -> Option<&'a dyn Renderable> {
        let on = match id {
            ID::Road(id) => {
                return Some(self.get_r(id));
            }
            ID::Lane(id) => {
                return Some(self.get_l(id));
            }
            ID::Intersection(id) => {
                return Some(self.get_i(id));
            }
            ID::Building(id) => {
                return Some(self.get_b(id));
            }
            ID::ParkingLot(id) => {
                return Some(self.get_pl(id));
            }
            ID::Car(id) => {
                // Cars might be parked in a garage!
                app.sim().get_draw_car(id, app.map())?.on
            }
            ID::Pedestrian(id) => app.sim().get_draw_ped(id, app.map()).unwrap().on,
            ID::PedCrowd(ref members) => {
                // If the first member has vanished, just give up
                app.sim().get_draw_ped(members[0], app.map())?.on
            }
            ID::TransitStop(id) => {
                return Some(self.get_ts(id));
            }
            ID::Area(id) => {
                return Some(self.get_a(id));
            }
        };

        agents.populate_if_needed(on, app.map(), app.sim(), app.cs(), ctx.prerender);

        // Why might this fail? Pedestrians merge into crowds, and crowds dissipate into
        // individuals
        agents.get(on).into_iter().find(|r| r.get_id() == id)
    }

    /// Unsorted, unexpanded, raw result.
    pub fn get_matching_objects(&self, bounds: Bounds) -> Vec<ID> {
        let mut results: Vec<ID> = Vec::new();
        for &(id, _, _) in &self.quadtree.query(bounds.as_bbox()) {
            results.push(id.clone());
        }
        results
    }

    /// A simple variation of the one in game that shows all layers, ignores dynamic agents.
    pub fn get_renderables_back_to_front(&self, bounds: Bounds, map: &Map) -> Vec<&dyn Renderable> {
        let mut areas: Vec<&dyn Renderable> = Vec::new();
        let mut parking_lots: Vec<&dyn Renderable> = Vec::new();
        let mut lanes: Vec<&dyn Renderable> = Vec::new();
        let mut roads: Vec<&dyn Renderable> = Vec::new();
        let mut intersections: Vec<&dyn Renderable> = Vec::new();
        let mut buildings: Vec<&dyn Renderable> = Vec::new();
        let mut transit_stops: Vec<&dyn Renderable> = Vec::new();

        for id in self.get_matching_objects(bounds) {
            match id {
                ID::Area(id) => areas.push(self.get_a(id)),
                ID::Road(id) => {
                    let road = self.get_r(id);
                    for lane in &road.lanes {
                        lanes.push(lane);
                    }
                    for ts in &map.get_r(id).transit_stops {
                        transit_stops.push(self.get_ts(*ts));
                    }
                    roads.push(road);
                }
                ID::Intersection(id) => {
                    intersections.push(self.get_i(id));
                }
                ID::Building(id) => buildings.push(self.get_b(id)),
                ID::ParkingLot(id) => {
                    parking_lots.push(self.get_pl(id));
                }

                ID::Lane(_)
                | ID::TransitStop(_)
                | ID::Car(_)
                | ID::Pedestrian(_)
                | ID::PedCrowd(_) => {
                    panic!("{:?} shouldn't be in the quadtree", id)
                }
            }
        }

        // From background to foreground Z-order
        let mut borrows: Vec<&dyn Renderable> = Vec::new();
        borrows.extend(areas);
        borrows.extend(parking_lots);
        borrows.extend(lanes);
        borrows.extend(roads);
        borrows.extend(intersections);
        borrows.extend(buildings);
        borrows.extend(transit_stops);

        borrows.retain(|x| x.get_zorder() <= self.show_zorder);

        // This is a stable sort.
        borrows.sort_by_key(|x| x.get_zorder());

        borrows
    }

    /// Build a single gigantic `GeomBatch` to render the entire map when zoomed in. Likely messes
    /// up Z-ordering.
    pub fn zoomed_batch(ctx: &EventCtx, app: &dyn AppLike) -> GeomBatch {
        // TODO This repeats code. There are other approaches, like making EventCtx intercept
        // "uploads" and instead save the batches.
        let mut batch = GeomBatch::new();
        let map = app.map();
        let cs = app.cs();

        batch.push(
            cs.map_background.clone(),
            map.get_boundary_polygon().clone(),
        );

        for a in map.all_areas() {
            DrawArea::new(ctx, a, cs, &mut batch);
        }

        for pl in map.all_parking_lots() {
            batch.append(DrawParkingLot::new(ctx, pl, cs, &mut GeomBatch::new()).render(app));
        }

        for r in map.all_roads() {
            for l in &r.lanes {
                batch.append(DrawLane::new(l, r).render(ctx, app));
            }
        }

        for r in map.all_roads() {
            batch.append(DrawRoad::new(r).render(ctx, app));
        }

        for i in map.all_intersections() {
            batch.append(DrawIntersection::new(i, map).render(ctx, app));
        }

        let mut bldgs_batch = GeomBatch::new();
        let mut outlines_batch = GeomBatch::new();
        for b in map.all_buildings() {
            DrawBuilding::new(
                ctx,
                b,
                map,
                cs,
                app.opts(),
                &mut bldgs_batch,
                &mut outlines_batch,
            );
        }
        batch.append(bldgs_batch);
        batch.append(outlines_batch);

        batch
    }

    pub fn recreate_intersection(&mut self, i: IntersectionID, map: &Map) {
        let item_id = self.quadtree_ids.remove(&ID::Intersection(i)).unwrap();
        self.quadtree.remove(item_id).unwrap();

        let draw = DrawIntersection::new(map.get_i(i), map);
        let item_id = self
            .quadtree
            .insert_with_box(draw.get_id(), draw.get_outline(map).get_bounds().as_bbox());
        self.quadtree_ids.insert(draw.get_id(), item_id);
        self.intersections[i.0] = draw;
    }

    pub fn recreate_road(&mut self, road: &Road, map: &Map) {
        let item_id = self.quadtree_ids.remove(&ID::Road(road.id)).unwrap();
        self.quadtree.remove(item_id).unwrap();

        let draw = DrawRoad::new(road);
        let item_id = self
            .quadtree
            .insert_with_box(draw.get_id(), draw.get_outline(map).get_bounds().as_bbox());
        self.quadtree_ids.insert(draw.get_id(), item_id);
        self.roads[road.id.0] = draw;
    }

    pub fn free_memory(&mut self) {
        // Clear the lazily evaluated zoomed-in details
        for r in &mut self.roads {
            r.clear_rendering();
        }
        for i in &mut self.intersections {
            i.clear_rendering();
        }
        for b in &mut self.buildings {
            b.clear_rendering();
        }
        for pl in &mut self.parking_lots {
            pl.clear_rendering();
        }
    }
}