X-Git-Url: https://git-public.kairo.at/?p=lantea.git;a=blobdiff_plain;f=js%2Fmap.js;h=ccfa87d419f74d138bd2d67923d72fbad74ce8f7;hp=12767698fa5060cf9b0b849ad3a91db20eb6ebd3;hb=d6ff68916ac5e2f067a940039df7ca0c86a9cb10;hpb=ac6286bd2c43fe4e522c5a1ab732902aa8935cbc diff --git a/js/map.js b/js/map.js index 1276769..ccfa87d 100644 --- a/js/map.js +++ b/js/map.js @@ -203,7 +203,8 @@ var gMap = { glResolutionAttr: null, glMapTexture: null, glTextures: {}, - glTextureKeys: {}, + glTxCleanIntervalID: null, + glTexturesPerZoomLevel: 0, activeMap: "osm_mapnik", tileSize: 256, @@ -214,6 +215,11 @@ var gMap = { 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; }, @@ -292,7 +298,7 @@ var gMap = { 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); @@ -301,97 +307,87 @@ var gMap = { 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() { @@ -409,15 +405,19 @@ var gMap = { 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; @@ -436,19 +436,76 @@ var gMap = { 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. @@ -518,6 +575,13 @@ function normalizeCoords(aCoords) { 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); @@ -734,22 +798,7 @@ var mapEvHandler = { 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; @@ -870,22 +919,7 @@ var mapEvHandler = { 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; } @@ -1016,7 +1050,7 @@ var gTileService = { 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.