glResolutionAttr: null,
glMapTexture: null,
glTextures: {},
- glTextureKeys: {},
+ glTxCleanIntervalID: null,
+ glTexturesPerZoomLevel: 0,
activeMap: "osm_mapnik",
tileSize: 256,
y: 23670000.0, // The range is 0-67108864 (2^gMap.maxZoom * gMap.tileSize)
z: 5 // This could be fractional if supported being between zoom levels.
},
+ baseDim: { // Map width, height and tile size in level 18 pixels.
+ wid: null,
+ ht: null,
+ tsize: null,
+ },
get width() { return gMap.gl ? gMap.gl.drawingBufferWidth : gGLMapCanvas.width; },
get height() { return gMap.gl ? gMap.gl.drawingBufferHeight : gGLMapCanvas.height; },
gMap.gl.enableVertexAttribArray(gMap.glTextureCoordAttr);
gMap.gl.vertexAttribPointer(gMap.glTextureCoordAttr, 2, gMap.gl.FLOAT, false, 0, 0);
- gMap.loadImageToTexture(gLoadingTile, 0, "loading::0,0,0");
+ gMap.loadImageToTexture(gLoadingTile, getTileKey("loading", {x: 0, y: 0, z: 0}));
gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, mapVerticesTextureCoordBuffer);
gMap.gl.enableVertexAttribArray(gMap.glVertexPositionAttr);
gMap.gl.vertexAttribPointer(gMap.glVertexPositionAttr, 2, gMap.gl.FLOAT, false, 0, 0);
+
+ // Call texture cleaning every 30 seconds, for now (is 60 better?).
+ gMap.glTxCleanIntervalID = window.setInterval(gMap.cleanTextures, 30 * 1000);
}
var throwEv = new CustomEvent("mapinit-done");
gAction.dispatchEvent(throwEv);
},
- draw: function(aPixels, aOverdraw) {
- gMap.drawGL(aPixels, aOverdraw);
+ draw: function() {
+ gMap.assembleGL();
drawTrack();
},
- drawGL: function(aPixels, aOverdraw) {
+ assembleGL: function() {
if (!gMap.gl) { return; }
- // aPixels is an object with left/right/top/bottom members telling how many
- // pixels on the borders should actually be drawn.
- // aOverdraw is a bool that tells if we should draw placeholders or draw
- // straight over the existing content.
- // XXX: Both those optimizations are OFF for GL right now!
- //if (!aPixels)
- aPixels = {left: gMap.gl.drawingBufferWidth, right: gMap.gl.drawingBufferWidth,
- top: gMap.gl.drawingBufferHeight, bottom: gMap.gl.drawingBufferHeight};
- if (!aOverdraw)
- aOverdraw = false;
document.getElementById("zoomLevel").textContent = gMap.pos.z;
gMap.zoomFactor = Math.pow(2, gMap.maxZoom - gMap.pos.z);
- var wid = gMap.gl.drawingBufferWidth * gMap.zoomFactor; // Width in level 18 pixels.
- var ht = gMap.gl.drawingBufferHeight * gMap.zoomFactor; // Height in level 18 pixels.
- var size = gMap.tileSize * gMap.zoomFactor; // Tile size in level 18 pixels.
+ gMap.baseDim.wid = gMap.gl.drawingBufferWidth * gMap.zoomFactor;
+ gMap.baseDim.ht = gMap.gl.drawingBufferHeight * gMap.zoomFactor;
+ gMap.baseDim.tsize = gMap.tileSize * gMap.zoomFactor;
- var xMin = gMap.pos.x - wid / 2; // Corners of the window in level 18 pixels.
- var yMin = gMap.pos.y - ht / 2;
- var xMax = gMap.pos.x + wid / 2;
- var yMax = gMap.pos.y + ht / 2;
+ var xMin = gMap.pos.x - gMap.baseDim.wid / 2; // Corners of the window in level 18 pixels.
+ var yMin = gMap.pos.y - gMap.baseDim.ht / 2;
+ var xMax = gMap.pos.x + gMap.baseDim.wid / 2;
+ var yMax = gMap.pos.y + gMap.baseDim.ht / 2;
if (gMapPrefsLoaded && mainDB)
gPrefs.set("position", gMap.pos);
- var tiles = {left: Math.ceil((xMin + aPixels.left * gMap.zoomFactor) / size) -
- (aPixels.left ? 0 : 1),
- right: Math.floor((xMax - aPixels.right * gMap.zoomFactor) / size) -
- (aPixels.right ? 1 : 0),
- top: Math.ceil((yMin + aPixels.top * gMap.zoomFactor) / size) -
- (aPixels.top ? 0 : 1),
- bottom: Math.floor((yMax - aPixels.bottom * gMap.zoomFactor) / size) -
- (aPixels.bottom ? 1 : 0)};
-
// Go through all the tiles in the map, find out if to draw them and do so.
- for (var x = Math.floor(xMin / size); x < Math.ceil(xMax / size); x++) {
- for (var y = Math.floor(yMin / size); y < Math.ceil(yMax / size); y++) { // slow script warnings on the tablet appear here!
- // Only go to the drawing step if we need to draw this tile.
- if (x < tiles.left || x > tiles.right ||
- y < tiles.top || y > tiles.bottom) {
- // Round here is **CRUCIAL** otherwise the images are filtered
- // and the performance sucks (more than expected).
- var xoff = Math.round((x * size - xMin) / gMap.zoomFactor);
- var yoff = Math.round((y * size - yMin) / gMap.zoomFactor);
- // Draw placeholder tile unless we overdraw.
- if (!aOverdraw &&
- (x < tiles.left -1 || x > tiles.right + 1 ||
- y < tiles.top -1 || y > tiles.bottom + 1)) {
- gMap.drawTileGL(xoff, yoff, 0);
- }
+ for (var x = Math.floor(xMin / gMap.baseDim.tsize); x < Math.ceil(xMax / gMap.baseDim.tsize); x++) {
+ for (var y = Math.floor(yMin / gMap.baseDim.tsize); y < Math.ceil(yMax / gMap.baseDim.tsize); y++) {
+ // Only go to loading step if we haven't loaded the texture.
+ var coords = {x: x, y: y, z: gMap.pos.z};
+ var tileKey = getTileKey(gMap.activeMap, normalizeCoords(coords));
+ if (!gMap.glTextures[tileKey]) {
// Initiate loading/drawing of the actual tile.
- gTileService.get(gMap.activeMap, {x: x, y: y, z: gMap.pos.z},
- function(aImage, aStyle, aCoords, aTileKey) {
- // Only draw if this applies for the current view.
+ gTileService.get(gMap.activeMap, coords,
+ function(aImage, aStyle, aCoords, aTileKey) {
+ // Only actually load if this still applies for the current view.
if ((aStyle == gMap.activeMap) && (aCoords.z == gMap.pos.z)) {
- var ixMin = gMap.pos.x - wid / 2;
- var iyMin = gMap.pos.y - ht / 2;
- var ixoff = Math.round((aCoords.x * size - ixMin) / gMap.zoomFactor);
- var iyoff = Math.round((aCoords.y * size - iyMin) / gMap.zoomFactor);
var URL = window.URL;
var imgURL = URL.createObjectURL(aImage);
var imgObj = new Image();
- imgObj.src = imgURL;
imgObj.onload = function() {
- // TODO: Do actually paint in a separate function, called on requestAnimationFrame.
- var txIndex = gMap.glTextureKeys[aTileKey];
- if (!txIndex) {
- txIndex = Object.keys(gMap.glTextureKeys).length;
- gMap.loadImageToTexture(imgObj, txIndex, aTileKey);
- }
- gMap.drawTileGL(ixoff, iyoff, txIndex);
+ gMap.loadImageToTexture(imgObj, aTileKey);
+ requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
URL.revokeObjectURL(imgURL);
}
+ imgObj.src = imgURL;
}
});
}
}
}
+ requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
+ },
+
+ drawGL: function() {
+ var xMin = gMap.pos.x - gMap.baseDim.wid / 2; // Corners of the window in level 18 pixels.
+ var yMin = gMap.pos.y - gMap.baseDim.ht / 2;
+ var xMax = gMap.pos.x + gMap.baseDim.wid / 2;
+ var yMax = gMap.pos.y + gMap.baseDim.ht / 2;
+
+ // Go through all the tiles in the map, find out if to draw them and do so.
+ for (var x = Math.floor(xMin / gMap.baseDim.tsize); x < Math.ceil(xMax / gMap.baseDim.tsize); x++) {
+ for (var y = Math.floor(yMin / gMap.baseDim.tsize); y < Math.ceil(yMax / gMap.baseDim.tsize); y++) {
+ // Rounding the pixel offsets ensures we position the tiles precisely.
+ var xoff = Math.round((x * gMap.baseDim.tsize - xMin) / gMap.zoomFactor);
+ var yoff = Math.round((y * gMap.baseDim.tsize - yMin) / gMap.zoomFactor);
+ // Draw the tile, first find out the actual texture to use.
+ var norm = normalizeCoords({x: x, y: y, z: gMap.pos.z});
+ var tileKey = getTileKey(gMap.activeMap, norm);
+ if (!gMap.glTextures[tileKey]) {
+ tileKey = getTileKey("loading", {x: 0, y: 0, z: 0});
+ }
+ gMap.drawTileGL(xoff, yoff, tileKey);
+ }
+ }
},
resizeAndDraw: function() {
gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT);
// Make sure the vertex shader get the right resolution.
gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height);
+ // Prepare recalculation of textures to keep for one zoom level.
+ gMap.glTexturesPerZoomLevel = 0;
}
gMap.draw();
showUI();
}
},
- drawTileGL: function(aLeft, aRight, aTextureIndex) {
- gMap.gl.activeTexture(gMap.gl.TEXTURE0 + aTextureIndex);
- gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTextureIndex]);
+ drawTileGL: function(aLeft, aRight, aTileKey) {
+ gMap.gl.activeTexture(gMap.gl.TEXTURE0);
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTileKey]);
+ // Set uImage to refer to TEXTURE0
+ gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0);
var x_start = aLeft;
var i_width = gMap.tileSize;
var y_start = aRight;
gMap.gl.drawArrays(gMap.gl.TRIANGLES, 0, 6);
},
- loadImageToTexture: function(aImage, aTextureIndex, aTileKey) {
- gMap.glTextureKeys[aTileKey] = aTextureIndex;
+ loadImageToTexture: function(aImage, aTileKey) {
// Create and bind texture.
- gMap.glTextures[aTextureIndex] = gMap.gl.createTexture();
- gMap.gl.activeTexture(gMap.gl.TEXTURE0 + aTextureIndex);
- gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTextureIndex]);
- gMap.gl.uniform1i(gMap.gl.getUniformLocation(gMap.glShaderProgram, "uImage"), 0);
+ gMap.glTextures[aTileKey] = gMap.gl.createTexture();
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTileKey]);
// Set params for how the texture minifies and magnifies (wrap params are not needed as we're power-of-two).
gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MIN_FILTER, gMap.gl.NEAREST);
gMap.gl.texParameteri(gMap.gl.TEXTURE_2D, gMap.gl.TEXTURE_MAG_FILTER, gMap.gl.NEAREST);
// Upload the image into the texture.
gMap.gl.texImage2D(gMap.gl.TEXTURE_2D, 0, gMap.gl.RGBA, gMap.gl.RGBA, gMap.gl.UNSIGNED_BYTE, aImage);
},
+
+ cleanTextures: function() {
+ // Get rid of unneeded textures to save memory.
+ // TODO: Be less aggressive, maybe keep neighboring zoom levels (but x/y coords there are zoom-specific).
+ if (!gMap.glTexturesPerZoomLevel) {
+ // Calculate how many textures we need to keep for one zoom level.
+ // ceil(width/size) gives us the minimum, keep one on either side as well.
+ gMap.glTexturesPerZoomLevel =
+ Math.ceil(gMap.gl.drawingBufferWidth / gMap.tileSize + 2) *
+ Math.ceil(gMap.gl.drawingBufferHeight / gMap.tileSize + 2);
+ console.log("Keeping " + gMap.glTexturesPerZoomLevel + " textures per level");
+ }
+ if (Object.keys(gMap.glTextures).length > gMap.glTexturesPerZoomLevel) {
+ console.log("Cleaning textures... (have " + Object.keys(gMap.glTextures).length + " atm)");
+
+ // Find coordinate ranges for tiles to keep.
+ var tMin = normalizeCoords({x: Math.floor((gMap.pos.x - gMap.baseDim.wid / 2) / gMap.baseDim.tsize) - 1,
+ y: Math.floor((gMap.pos.y - gMap.baseDim.ht / 2) / gMap.baseDim.tsize) - 1,
+ z: gMap.pos.z});
+ var tMax = normalizeCoords({x: Math.ceil((gMap.pos.x + gMap.baseDim.wid / 2) / gMap.baseDim.tsize) + 1,
+ y: Math.ceil((gMap.pos.y + gMap.baseDim.ht / 2) / gMap.baseDim.tsize) + 1,
+ z: gMap.pos.z});
+ console.log("In range: " + tMin.x + "," + tMin.y + "," + tMin.z + " - " + tMax.x + "," + tMax.y + "," + tMax.z);
+ for (aTileKey in gMap.glTextures) {
+ var keyMatches = aTileKey.match(/([^:]+)::(\d+),(\d+),(\d+)/);
+ if (keyMatches && keyMatches[1] != "loading") {
+ var txData = {
+ style: keyMatches[1],
+ x: keyMatches[2],
+ y: keyMatches[3],
+ z: keyMatches[4],
+ }
+ var delTx = false;
+ if (txData.style != gMap.activeMap) { delTx = true; console.log("Different map style: " + txData.style); }
+ if (!delTx && (txData.z < tMin.z || txData.z > tMax.z)) { delTx = true; console.log("Out-of-range zoom: " + txData.z); }
+ if (tMin.x < tMax.x) {
+ if (!delTx && (txData.x < tMin.x || txData.x > tMax.x)) { delTx = true; console.log("Out-of-range X: " + txData.x); }
+ }
+ else {
+ // We are crossing over the 0 coordinate!
+ if (!delTx && (txData.x < tMin.x && txData.x > tMax.x)) { delTx = true; console.log("Out-of-range X: " + txData.x); }
+ }
+ if (tMin.y < tMax.y) {
+ if (!delTx && (txData.y < tMin.y || txData.y > tMax.y)) { delTx = true; console.log("Out-of-range Y: " + txData.y); }
+ }
+ else {
+ // We are crossing over the 0 coordinate!
+ if (!delTx && (txData.y < tMin.y && txData.y > tMax.y)) { delTx = true; console.log("Out-of-range Y: " + txData.y); }
+ }
+ if (delTx) {
+ // Delete texture from GL and from the array we are holding.
+ gMap.gl.deleteTexture(gMap.glTextures[aTileKey]);
+ delete gMap.glTextures[aTileKey];
+ }
+ }
+ }
+ console.log("Cleaning complete, " + Object.keys(gMap.glTextures).length + " textures left)");
+ //clearInterval(gMap.glTxCleanIntervalID);
+ }
+ },
}
// Using scale(x, y) together with drawing old data on scaled canvas would be an improvement for zooming.
z: aCoords.z};
}
+function getTileKey(aStyle, aNormalizedCoords) {
+ return aStyle + "::" +
+ aNormalizedCoords.x + "," +
+ aNormalizedCoords.y + "," +
+ aNormalizedCoords.z;
+}
+
// Returns true if the tile is outside the current view.
function isOutsideWindow(t) {
var pos = decodeIndex(t);
var dY = y - gLastMouseY;
gMap.pos.x -= dX * gMap.zoomFactor;
gMap.pos.y -= dY * gMap.zoomFactor;
- if (false) { // use optimized path
- /* TODO: investigate optimized path for GL - code below was 2D.
- var mapData = gMapContext.getImageData(0, 0,
- gMapCanvas.width,
- gMapCanvas.height);
- gMapContext.clearRect(0, 0, gMapCanvas.width, gMapCanvas.height);
- gMapContext.putImageData(mapData, dX, dY);
- gMap.draw({left: (dX > 0) ? dX : 0,
- right: (dX < 0) ? -dX : 0,
- top: (dY > 0) ? dY : 0,
- bottom: (dY < 0) ? -dY : 0});
- */
- }
- else {
- gMap.draw(false, true);
- }
+ gMap.draw();
showUI();
}
gLastMouseX = x;
if (dX || dY) {
gMap.pos.x -= dX * gMap.zoomFactor;
gMap.pos.y -= dY * gMap.zoomFactor;
- if (false) { // use optimized path
- /* TODO: investigate optimized path for GL - code below was 2D.
- var mapData = gMapContext.getImageData(0, 0,
- gMapCanvas.width,
- gMapCanvas.height);
- gMapContext.clearRect(0, 0, gMapCanvas.width, gMapCanvas.height);
- gMapContext.putImageData(mapData, dX, dY);
- gMap.draw({left: (dX > 0) ? dX : 0,
- right: (dX < 0) ? -dX : 0,
- top: (dY > 0) ? dY : 0,
- bottom: (dY < 0) ? -dY : 0});
- */
- }
- else {
- gMap.draw(false, true);
- }
+ gMap.draw();
}
break;
}
get: function(aStyle, aCoords, aCallback) {
var norm = normalizeCoords(aCoords);
- var dbkey = aStyle + "::" + norm.x + "," + norm.y + "," + norm.z;
+ var dbkey = getTileKey(aStyle, norm);
this.getDBCache(dbkey, function(aResult, aEvent) {
if (aResult) {
// We did get a cached object.