Use tile texture queue

This commit is contained in:
Tom Payne
2013-03-26 18:16:21 +01:00
parent 6221680b0b
commit 5e8b0de66d

View File

@@ -5,7 +5,6 @@ goog.provide('ol.renderer.webgl.TileLayer');
goog.require('goog.array');
goog.require('goog.object');
goog.require('goog.structs.PriorityQueue');
goog.require('goog.vec.Mat4');
goog.require('goog.vec.Vec4');
goog.require('goog.webgl');
@@ -210,10 +209,8 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
var findLoadedTiles = goog.bind(tileSource.findLoadedTiles, tileSource,
tilesToDrawByZ, getTileIfLoaded);
var tilesToLoad = new goog.structs.PriorityQueue();
var allTilesLoaded = true;
var deltaX, deltaY, priority, tile, tileCenter, tileState, x, y;
var tile, tileState, x, y;
for (x = tileRange.minX; x <= tileRange.maxX; ++x) {
for (y = tileRange.minY; y <= tileRange.maxY; ++y) {
@@ -223,12 +220,6 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
if (mapRenderer.isTileTextureLoaded(tile)) {
tilesToDrawByZ[z][tile.tileCoord.toString()] = tile;
continue;
} else {
tileCenter = tileGrid.getTileCoordCenter(tile.tileCoord);
deltaX = tileCenter.x - center.x;
deltaY = tileCenter.y - center.y;
priority = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
tilesToLoad.enqueue(priority, tile);
}
} else if (tileState == ol.TileState.ERROR ||
tileState == ol.TileState.EMPTY) {
@@ -263,19 +254,6 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
}, this);
}, this);
if (!tilesToLoad.isEmpty()) {
frameState.postRenderFunctions.push(
goog.partial(function(mapRenderer, tilesToLoad) {
var i, tile;
// FIXME determine a suitable number of textures to upload per frame
for (i = 0; !tilesToLoad.isEmpty() && i < 4; ++i) {
tile = /** @type {ol.Tile} */ (tilesToLoad.remove());
mapRenderer.bindTileTexture(
tile, goog.webgl.LINEAR, goog.webgl.LINEAR);
}
}, mapRenderer, tilesToLoad));
}
if (allTilesLoaded) {
this.renderedTileRange_ = tileRange;
this.renderedFramebufferExtent_ = framebufferExtent;
@@ -288,8 +266,20 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
}
this.updateUsedTiles(frameState.usedTiles, tileSource, z, tileRange);
var tileTextureQueue = mapRenderer.getTileTextureQueue();
this.manageTilePyramid(
frameState, tileSource, tileGrid, projection, extent, z);
frameState, tileSource, tileGrid, projection, extent, z,
function(tile) {
if (tile.getState() == ol.TileState.LOADED &&
!mapRenderer.isTileTextureLoaded(tile) &&
!tileTextureQueue.isKeyQueued(tile.getKey())) {
tileTextureQueue.enqueue([
tile,
tileGrid.getTileCoordCenter(tile.tileCoord),
tileGrid.getResolution(tile.tileCoord.z)
]);
}
}, this);
this.scheduleExpireCache(frameState, tileSource);
var texCoordMatrix = this.texCoordMatrix;