glResolutionAttr: null,
glMapTexture: null,
glTextures: {},
+ 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.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");
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);
// 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!
+ 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));
},
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 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 / 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);
+ 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);
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();
},
loadImageToTexture: function(aImage, aTileKey) {
- // TODO: Get rid of old textures.
// Create and bind texture.
gMap.glTextures[aTileKey] = gMap.gl.createTexture();
gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures[aTileKey]);
// 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.