Use clipping to not render high res tiles on top of low res

This commit is contained in:
ahocevar
2019-05-17 13:28:13 +02:00
parent 606443bc6d
commit 5fe9e06535

View File

@@ -271,8 +271,9 @@ class CanvasTileLayerRenderer extends CanvasLayerRenderer {
}); });
const clips = []; const clips = [];
const clipZs = [];
let currentClip; let currentClip;
for (let i = 0, ii = zs.length; i < ii; ++i) { for (let i = zs.length - 1; i >= 0; --i) {
const currentZ = zs[i]; const currentZ = zs[i];
const currentTilePixelSize = tileSource.getTilePixelSize(currentZ, pixelRatio, projection); const currentTilePixelSize = tileSource.getTilePixelSize(currentZ, pixelRatio, projection);
const currentResolution = tileGrid.getResolution(currentZ); const currentResolution = tileGrid.getResolution(currentZ);
@@ -301,8 +302,30 @@ class CanvasTileLayerRenderer extends CanvasLayerRenderer {
const w = nextX - x; const w = nextX - x;
const h = nextY - y; const h = nextY - y;
currentClip = [x, y, w, h]; // Clip mask for regions in this tile that already filled by a lower z tile
context.save();
currentClip = [x, y, x + w, y, x + w, y + h, x, y + h];
for (let i = 0, ii = clips.length; i < ii; ++i) {
if (currentZ < clipZs[i]) {
const clip = clips[i];
context.beginPath();
// counter-clockwise (inner ring) for current tile
context.moveTo(currentClip[0], currentClip[1]);
context.lineTo(currentClip[2], currentClip[3]);
context.lineTo(currentClip[4], currentClip[5]);
context.lineTo(currentClip[6], currentClip[7]);
// clockwise (outer ring) for lower z tile
context.moveTo(clip[6], clip[7]);
context.lineTo(clip[4], clip[5]);
context.lineTo(clip[2], clip[3]);
context.lineTo(clip[0], clip[1]);
context.clip();
}
}
clips.push(currentClip);
clipZs.push(currentZ);
this.drawTileImage(tile, frameState, x, y, w, h, tileGutter, z === currentZ); this.drawTileImage(tile, frameState, x, y, w, h, tileGutter, z === currentZ);
context.restore();
this.renderedTiles.push(tile); this.renderedTiles.push(tile);
this.updateUsedTiles(frameState.usedTiles, tileSource, tile); this.updateUsedTiles(frameState.usedTiles, tileSource, tile);
} }