use std::collections::HashMap;
use aabb_quadtree::QuadTree;
use abstutil::Timer;
use geom::{Bounds, Polygon};
use map_model::{AreaID, BuildingID, BusStopID, IntersectionID, LaneID, Map, ParkingLotID, RoadID};
use widgetry::{Color, Drawable, EventCtx, GeomBatch};
use crate::colors::ColorScheme;
use crate::options::Options;
use crate::render::building::DrawBuilding;
use crate::render::bus_stop::DrawBusStop;
use crate::render::intersection::DrawIntersection;
use crate::render::lane::DrawLane;
use crate::render::parking_lot::DrawParkingLot;
use crate::render::road::DrawRoad;
use crate::render::{AgentCache, DrawArea, Renderable};
use crate::{AppLike, ID};
pub struct DrawMap {
pub roads: Vec<DrawRoad>,
pub lanes: Vec<DrawLane>,
pub intersections: Vec<DrawIntersection>,
pub buildings: Vec<DrawBuilding>,
pub parking_lots: Vec<DrawParkingLot>,
pub bus_stops: HashMap<BusStopID, DrawBusStop>,
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_paths: 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>,
}
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 lanes: Vec<DrawLane> = Vec::new();
timer.start_iter("make DrawLanes", map.all_lanes().len());
for l in map.all_lanes() {
timer.next();
lanes.push(DrawLane::new(l, map));
}
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_paths = 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_paths,
&mut all_building_outlines,
));
}
timer.start("upload all buildings");
let draw_all_buildings = all_buildings.upload(ctx);
let draw_all_building_paths = all_building_paths.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 DrawBusStop", map.all_bus_stops().len());
let mut bus_stops: HashMap<BusStopID, DrawBusStop> = HashMap::new();
for s in map.all_bus_stops().values() {
timer.next();
bus_stops.insert(s.id, DrawBusStop::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());
for obj in &roads {
quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
}
for obj in &lanes {
quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
}
for obj in &intersections {
quadtree.insert_with_box(obj.get_id(), obj.get_outline(map).get_bounds().as_bbox());
}
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());
}
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,
lanes,
intersections,
buildings,
parking_lots,
bus_stops,
areas,
boundary_polygon,
draw_all_unzoomed_roads_and_intersections,
draw_all_buildings,
draw_all_building_paths,
draw_all_building_outlines,
draw_all_unzoomed_parking_lots,
draw_all_areas,
quadtree,
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");
let mut unzoomed_pieces: Vec<(isize, Polygon, Color)> = Vec::new();
for r in map.all_roads() {
unzoomed_pieces.push((
r.zorder,
r.get_thick_polygon(map),
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
} else {
cs.unzoomed_road_surface(r.get_rank())
},
));
}
for i in map.all_intersections() {
unzoomed_pieces.push((
i.get_zorder(map),
i.polygon.clone(),
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
} else {
cs.unzoomed_road_surface(i.get_rank(map))
}
} else {
cs.unzoomed_interesting_intersection
},
));
}
unzoomed_pieces.sort_by_key(|(z, _, _)| *z);
let mut unzoomed_batch = GeomBatch::new();
for (_, poly, color) 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
}
pub fn get_r(&self, id: RoadID) -> &DrawRoad {
&self.roads[id.0]
}
pub fn get_l(&self, id: LaneID) -> &DrawLane {
&self.lanes[id.0]
}
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_bs(&self, id: BusStopID) -> &DrawBusStop {
&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) => {
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) => {
app.sim().get_draw_ped(members[0], app.map())?.on
}
ID::BusStop(id) => {
return Some(self.get_bs(id));
}
ID::Area(id) => {
return Some(self.get_a(id));
}
};
agents.populate_if_needed(on, app.map(), app.sim(), app.cs(), ctx.prerender);
agents.get(on).into_iter().find(|r| r.get_id() == id)
}
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
}
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 bus_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::Lane(id) => {
lanes.push(self.get_l(id));
for bs in &map.get_l(id).bus_stops {
bus_stops.push(self.get_bs(*bs));
}
}
ID::Road(id) => {
roads.push(self.get_r(id));
}
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::BusStop(_) | ID::Car(_) | ID::Pedestrian(_) | ID::PedCrowd(_) => {
panic!("{:?} shouldn't be in the quadtree", id)
}
}
}
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(bus_stops);
borrows.retain(|x| x.get_zorder() <= self.show_zorder);
borrows.sort_by_key(|x| x.get_zorder());
borrows
}
pub fn zoomed_batch(ctx: &EventCtx, app: &dyn AppLike) -> GeomBatch {
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 l in map.all_lanes() {
batch.append(DrawLane::new(l, map).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 paths_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 paths_batch,
&mut outlines_batch,
);
}
batch.append(paths_batch);
batch.append(bldgs_batch);
batch.append(outlines_batch);
batch
}
}