},
draw: function(aPixels, aOverdraw) {
- gMap.drawGL(aPixels, aOverdraw);
+ gMap.assembleGL(aPixels);
drawTrack();
},
- drawGL: function(aPixels, aOverdraw) {
+ assembleGL: function(aPixels) {
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)
+ 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);
// 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.
+ // Only go to loading step if we need to fetch the image for 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);
- }
// 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.
+ function(aImage, aStyle, aCoords, aTileKey) {
+ // Only load if this 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);
+ var txIndex = gMap.glTextureKeys[aTileKey];
+ if (!txIndex) {
+ var URL = window.URL;
+ var imgURL = URL.createObjectURL(aImage);
+ var imgObj = new Image();
+ imgObj.onload = function() {
+ var txNr = 1;
+ while (gMap.glTextures["tx" + txNr]) { txNr++; }
+ gMap.loadImageToTexture(imgObj, txNr, aTileKey);
+ requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
+ URL.revokeObjectURL(imgURL);
}
- gMap.drawTileGL(ixoff, iyoff, txIndex);
- URL.revokeObjectURL(imgURL);
+ imgObj.src = imgURL;
}
}
});
}
}
}
+ requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
+ },
+
+ drawGL: function() {
+ 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.
+
+ 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 txIndexList = [];
+ // 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!
+ // 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 the tile, first find out the index of the texture to use.
+ var norm = normalizeCoords({x: x, y: y, z: gMap.pos.z});
+ var tileKey = getTileKey(gMap.activeMap, norm);
+ var txIndex = gMap.glTextureKeys[tileKey];
+ if (!txIndex) { txIndex = 0; }
+ txIndexList.push(txIndex);
+ gMap.drawTileGL(xoff, yoff, txIndex);
+ }
+ }
+ console.log("Used Indexes: " + txIndexList.join(","));
},
resizeAndDraw: function() {
},
drawTileGL: function(aLeft, aRight, aTextureIndex) {
- gMap.gl.activeTexture(gMap.gl.TEXTURE0 + aTextureIndex);
- gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTextureIndex]);
+ gMap.gl.activeTexture(gMap.gl.TEXTURE0);
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures["tx" + aTextureIndex]);
+ // 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;
},
loadImageToTexture: function(aImage, aTextureIndex, aTileKey) {
+ // TODO: Get rid of old textures.
gMap.glTextureKeys[aTileKey] = aTextureIndex;
// 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["tx" + aTextureIndex] = gMap.gl.createTexture();
+ gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures["tx" + aTextureIndex]);
// 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);
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);
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.