X-Git-Url: https://git-public.kairo.at/?p=lantea.git;a=blobdiff_plain;f=js%2Fmap.js;h=f6b9d86200761cff1e12d65afb1d2b0f9bc661ea;hp=caa457c6f79a93fa8bbd3c1963ad2a4e89e30230;hb=8f63227ba50180ec312ec822c09bb789fb0be3f2;hpb=dc047338ebcbf66d668276bbde2d0ec284229bdd diff --git a/js/map.js b/js/map.js index caa457c..f6b9d86 100644 --- a/js/map.js +++ b/js/map.js @@ -72,11 +72,19 @@ function initMap() { gGLMapCanvas.getContext("experimental-webgl", {depth: false}); } catch(e) {} - // If we don't have a GL context, give up now if (!gMap.gl) { + // If we don't have a GL context, give up now showGLWarningDialog(); gMap.gl = null; } + else { + // GL context can be lost at any time, handle that. + // See http://www.khronos.org/webgl/wiki/HandlingContextLost + gGLMapCanvas.addEventListener("webglcontextlost", + gMap.handleContextLost, false); + gGLMapCanvas.addEventListener("webglcontextrestored", + gMap.handleContextRestored, false); + } gTrackCanvas = document.getElementById("track"); gTrackContext = gTrackCanvas.getContext("2d"); if (!gMap.activeMap) @@ -121,15 +129,21 @@ function loadPrefs(aEvent) { document.getElementById("body").addEventListener("keydown", mapEvHandler, false); + document.addEventListener("visibilitychange", visibilityEvHandler, false); + + console.log("Events added."); document.getElementById("copyright").innerHTML = gMapStyles[gMap.activeMap].copyright; + console.log("Init loading tile..."); gLoadingTile = new Image(); - gLoadingTile.src = "style/loading.png"; gLoadingTile.onload = function() { + console.log("Loading tile loaded."); var throwEv = new CustomEvent("prefload-done"); gAction.dispatchEvent(throwEv); }; + console.log("Set loading tile..."); + gLoadingTile.src = "style/loading.png"; } } else { @@ -173,11 +187,14 @@ function loadPrefs(aEvent) { if (aTPoint) { // Add in front and return new length. var tracklen = gTrack.unshift(aTPoint); - // Redraw track periodically, larger distance the longer it gets. + // Redraw track periodically, larger distance the longer it gets + // (but clamped to the first value over a certain limit). // Initial paint will do initial track drawing. if (tracklen % redrawBase == 0) { drawTrack(); - redrawBase = tracklen; + if (redrawBase < 1000) { + redrawBase = tracklen; + } } } else { @@ -203,6 +220,8 @@ var gMap = { glResolutionAttr: null, glMapTexture: null, glTextures: {}, + glTxCleanIntervalID: null, + glTexturesPerZoomLevel: 0, activeMap: "osm_mapnik", tileSize: 256, @@ -213,6 +232,11 @@ 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; }, @@ -228,7 +252,7 @@ var gMap = { ' gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n' + ' vTextureCoord = aTextureCoord;\n' + '}'; }, - getFragShaderSource:function() { + getFragShaderSource: function() { return 'varying highp vec2 vTextureCoord;\n\n' + 'uniform sampler2D uImage;\n\n' + 'void main(void) {\n' + @@ -237,12 +261,14 @@ var gMap = { initGL: function() { // When called from the event listener, the "this" reference doesn't work, so use the object name. + console.log("Initializing WebGL..."); if (gMap.gl) { gMap.gl.viewport(0, 0, gMap.gl.drawingBufferWidth, gMap.gl.drawingBufferHeight); gMap.gl.clearColor(0.0, 0.0, 0.0, 0.5); // Set clear color to black, fully opaque. gMap.gl.clear(gMap.gl.COLOR_BUFFER_BIT|gMap.gl.DEPTH_BUFFER_BIT); // Clear the color. // Create and initialize the shaders. + console.log("Create and compile shaders..."); var vertShader = gMap.gl.createShader(gMap.gl.VERTEX_SHADER); var fragShader = gMap.gl.createShader(gMap.gl.FRAGMENT_SHADER); gMap.gl.shaderSource(vertShader, gMap.getVertShaderSource()); @@ -262,6 +288,7 @@ var gMap = { return null; } + console.log("Create and link shader program..."); gMap.glShaderProgram = gMap.gl.createProgram(); gMap.gl.attachShader(gMap.glShaderProgram, vertShader); gMap.gl.attachShader(gMap.glShaderProgram, fragShader); @@ -276,6 +303,7 @@ var gMap = { gMap.glTextureCoordAttr = gMap.gl.getAttribLocation(gMap.glShaderProgram, "aTextureCoord"); gMap.glResolutionAttr = gMap.gl.getUniformLocation(gMap.glShaderProgram, "uResolution"); + console.log("Set up vertex buffer..."); var tileVerticesBuffer = gMap.gl.createBuffer(); gMap.gl.bindBuffer(gMap.gl.ARRAY_BUFFER, tileVerticesBuffer); // The vertices are the coordinates of the corner points of the square. @@ -296,14 +324,23 @@ var gMap = { gMap.gl.uniform2f(gMap.glResolutionAttr, gGLMapCanvas.width, gGLMapCanvas.height); // Create a buffer for the position of the rectangle corners. + console.log("Set up coord buffer..."); var mapVerticesTextureCoordBuffer = gMap.gl.createBuffer(); 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); + if (!gAppInitDone) { + // We may be called when context was lost and destroyed, + // only send event when we are in app startup + // (gAppInitDone is set to true right after we return this event). + var throwEv = new CustomEvent("mapinit-done"); + gAction.dispatchEvent(throwEv); + } }, draw: function() { @@ -316,21 +353,21 @@ var gMap = { 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)); @@ -345,7 +382,9 @@ var gMap = { var imgObj = new Image(); imgObj.onload = function() { gMap.loadImageToTexture(imgObj, aTileKey); - requestAnimationFrame(function(aTimestamp) { gMap.drawGL() }); + if (document.hidden != true) { // Only draw if we're actually visible. + window.requestAnimationFrame(function(aTimestamp) { gMap.drawGL() }); + } URL.revokeObjectURL(imgURL); } imgObj.src = imgURL; @@ -354,26 +393,23 @@ var gMap = { } } } - requestAnimationFrame(function(aTimestamp) { gMap.drawGL() }); + if (document.hidden != true) { // Only draw if we're actually visible. + window.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 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); @@ -400,6 +436,8 @@ 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(); @@ -430,7 +468,6 @@ var gMap = { }, 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]); @@ -440,6 +477,78 @@ var gMap = { // 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 (var tileKey in gMap.glTextures) { + var keyMatches = tileKey.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[tileKey]); + delete gMap.glTextures[tileKey]; + } + } + } + console.log("Cleaning complete, " + Object.keys(gMap.glTextures).length + " textures left)"); + } + }, + + handleContextLost: function(event) { + event.preventDefault(); + // GL context is gone, let's reset everything that depends on it. + clearInterval(gMap.glTxCleanIntervalID); + gMap.glTextures = {}; + }, + + handleContextRestored: function(event) { + // When GL context is back, init GL again and draw. + gMap.initGL(); + gMap.draw(); + }, } // Using scale(x, y) together with drawing old data on scaled canvas would be an improvement for zooming. @@ -545,13 +654,15 @@ function decodeIndex(encodedIdx) { } function drawTrack() { - gLastDrawnPoint = null; - gCurPosMapCache = undefined; - gTrackContext.clearRect(0, 0, gTrackCanvas.width, gTrackCanvas.height); - if (gTrack.length) { - for (var i = 0; i < gTrack.length; i++) { - drawTrackPoint(gTrack[i].coords.latitude, gTrack[i].coords.longitude, - (i + 1 >= gTrack.length)); + if (gTrackContext && (document.hidden != true)) { // Only draw if we're actually visible. + gLastDrawnPoint = null; + gCurPosMapCache = undefined; + gTrackContext.clearRect(0, 0, gTrackCanvas.width, gTrackCanvas.height); + if (gTrack.length) { + for (var i = 0; i < gTrack.length; i++) { + drawTrackPoint(gTrack[i].coords.latitude, gTrack[i].coords.longitude, + (i + 1 >= gTrack.length)); + } } } } @@ -629,6 +740,54 @@ function undrawCurrentLocation() { } } +function calcTrackDuration() { + // Get the duration of the track in s. + var tDuration = 0; + if (gTrack.length > 1) { + for (var i = 1; i < gTrack.length; i++) { + if (!gTrack[i].beginSegment) { + tDuration += (gTrack[i].time - gTrack[i-1].time); + } + } + } + return Math.round(tDuration / 1000); // The timestamps are in ms but we return seconds. +} + +function calcTrackLength() { + // Get the length of the track in km. + var tLength = 0; + if (gTrack.length > 1) { + for (var i = 1; i < gTrack.length; i++) { + if (!gTrack[i].beginSegment) { + tLength += getPointDistance(gTrack[i-1].coords, gTrack[i].coords); + } + } + } + return tLength; +} + +function getPointDistance(aGPSPoint1, aGPSPoint2) { + // Get the distance in km between the two given GPS points. + // See http://stackoverflow.com/questions/365826/calculate-distance-between-2-gps-coordinates + // Earth is almost exactly a sphere and we calculate small distances on the surface, so we can do spherical great-circle math. + // Also see http://en.wikipedia.org/wiki/Great-circle_distance + var R = 6371; // km + var dLat = deg2rad(aGPSPoint2.latitude - aGPSPoint1.latitude); + var dLon = deg2rad(aGPSPoint2.longitude - aGPSPoint1.longitude); + var lat1 = deg2rad(aGPSPoint1.latitude); + var lat2 = deg2rad(aGPSPoint2.latitude); + + var a = Math.sin(dLat/2) * Math.sin(dLat/2) + + Math.sin(dLon/2) * Math.sin(dLon/2) * Math.cos(lat1) * Math.cos(lat2); + var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a)); + return R * c; +} + +function deg2rad(aDegreeValue) { + // Convert an angle in degrees to radiants. + return aDegreeValue * (Math.PI / 180); +} + var mapEvHandler = { handleEvent: function(aEvent) { var touchEvent = aEvent.type.indexOf('touch') != -1; @@ -860,6 +1019,15 @@ var mapEvHandler = { } }; +function visibilityEvHandler() { + // Immediately draw if we just got visible. + if (document.hidden != true) { + gMap.draw(); + } + // No need to handle the event where we become invisible as we care only draw + // when we are visible anyhow. +} + var geofake = { tracking: false, lastPos: {x: undefined, y: undefined}, @@ -1003,8 +1171,8 @@ var gTileService = { .replace("{x}", norm.x) .replace("{y}", norm.y) .replace("{z}", norm.z) - .replace("[a-c]", String.fromCharCode(97 + Math.floor(Math.random() * 2))) - .replace("[1-4]", 1 + Math.floor(Math.random() * 3)), + .replace("[a-c]", String.fromCharCode(97 + Math.floor(Math.random() * 3))) + .replace("[1-4]", 1 + Math.floor(Math.random() * 4)), true); XHR.responseType = "blob"; XHR.addEventListener("load", function () {