glResolutionAttr: null,
glMapTexture: null,
glTextures: {},
- glTextureKeys: {},
activeMap: "osm_mapnik",
tileSize: 256,
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);
// 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.glTextureKeys[tileKey]) {
+ if (!gMap.glTextures[tileKey]) {
// Initiate loading/drawing of the actual tile.
gTileService.get(gMap.activeMap, coords,
function(aImage, aStyle, aCoords, aTileKey) {
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);
+ gMap.loadImageToTexture(imgObj, aTileKey);
requestAnimationFrame(function(aTimestamp) { gMap.drawGL() });
URL.revokeObjectURL(imgURL);
}
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!
// 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.
+ // 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);
- var txIndex = gMap.glTextureKeys[tileKey];
- if (!txIndex) { txIndex = 0; }
- txIndexList.push(txIndex);
- gMap.drawTileGL(xoff, yoff, txIndex);
+ if (!gMap.glTextures[tileKey]) {
+ tileKey = getTileKey("loading", {x: 0, y: 0, z: 0});
+ }
+ gMap.drawTileGL(xoff, yoff, tileKey);
}
}
- console.log("Used Indexes: " + txIndexList.join(","));
},
resizeAndDraw: function() {
}
},
- drawTileGL: function(aLeft, aRight, aTextureIndex) {
+ drawTileGL: function(aLeft, aRight, aTileKey) {
gMap.gl.activeTexture(gMap.gl.TEXTURE0);
- gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures["tx" + aTextureIndex]);
+ 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;
gMap.gl.drawArrays(gMap.gl.TRIANGLES, 0, 6);
},
- loadImageToTexture: function(aImage, aTextureIndex, aTileKey) {
+ loadImageToTexture: function(aImage, aTileKey) {
// TODO: Get rid of old textures.
- gMap.glTextureKeys[aTileKey] = aTextureIndex;
// Create and bind texture.
- gMap.glTextures["tx" + aTextureIndex] = gMap.gl.createTexture();
- gMap.gl.bindTexture(gMap.gl.TEXTURE_2D, gMap.glTextures["tx" + aTextureIndex]);
+ 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);