diff --git a/src/ol/style/atlas.js b/src/ol/style/atlas.js new file mode 100644 index 0000000000..7a394eabee --- /dev/null +++ b/src/ol/style/atlas.js @@ -0,0 +1,181 @@ +goog.provide('ol.style.Atlas'); + +goog.require('ol'); +goog.require('ol.dom'); + + +/** + * This class facilitates the creation of image atlases. + * + * Images added to an atlas will be rendered onto a single + * atlas canvas. The distribution of images on the canvas is + * managed with the bin packing algorithm described in: + * http://www.blackpawn.com/texts/lightmaps/ + * + * @constructor + * @struct + * @param {number} size The size in pixels of the sprite image. + * @param {number} space The space in pixels between images. + * Because texture coordinates are float values, the edges of + * images might not be completely correct (in a way that the + * edges overlap when being rendered). To avoid this we add a + * padding around each image. + */ +ol.style.Atlas = function(size, space) { + + /** + * @private + * @type {number} + */ + this.space_ = space; + + /** + * @private + * @type {Array.} + */ + this.emptyBlocks_ = [{x: 0, y: 0, width: size, height: size}]; + + /** + * @private + * @type {Object.} + */ + this.entries_ = {}; + + /** + * @private + * @type {CanvasRenderingContext2D} + */ + this.context_ = ol.dom.createCanvasContext2D(size, size); + + /** + * @private + * @type {HTMLCanvasElement} + */ + this.canvas_ = this.context_.canvas; +}; + + +/** + * @param {string} id The identifier of the entry to check. + * @return {?ol.AtlasInfo} The atlas info. + */ +ol.style.Atlas.prototype.get = function(id) { + return this.entries_[id] || null; +}; + + +/** + * @param {string} id The identifier of the entry to add. + * @param {number} width The width. + * @param {number} height The height. + * @param {function(CanvasRenderingContext2D, number, number)} renderCallback + * Called to render the new image onto an atlas image. + * @param {Object=} opt_this Value to use as `this` when executing + * `renderCallback`. + * @return {?ol.AtlasInfo} The position and atlas image for the entry. + */ +ol.style.Atlas.prototype.add = function(id, width, height, renderCallback, opt_this) { + var block, i, ii; + for (i = 0, ii = this.emptyBlocks_.length; i < ii; ++i) { + block = this.emptyBlocks_[i]; + if (block.width >= width + this.space_ && + block.height >= height + this.space_) { + // we found a block that is big enough for our entry + var entry = { + offsetX: block.x + this.space_, + offsetY: block.y + this.space_, + image: this.canvas_ + }; + this.entries_[id] = entry; + + // render the image on the atlas image + renderCallback.call(opt_this, this.context_, + block.x + this.space_, block.y + this.space_); + + // split the block after the insertion, either horizontally or vertically + this.split_(i, block, width + this.space_, height + this.space_); + + return entry; + } + } + + // there is no space for the new entry in this atlas + return null; +}; + + +/** + * @private + * @param {number} index The index of the block. + * @param {ol.AtlasBlock} block The block to split. + * @param {number} width The width of the entry to insert. + * @param {number} height The height of the entry to insert. + */ +ol.style.Atlas.prototype.split_ = function(index, block, width, height) { + var deltaWidth = block.width - width; + var deltaHeight = block.height - height; + + /** @type {ol.AtlasBlock} */ + var newBlock1; + /** @type {ol.AtlasBlock} */ + var newBlock2; + + if (deltaWidth > deltaHeight) { + // split vertically + // block right of the inserted entry + newBlock1 = { + x: block.x + width, + y: block.y, + width: block.width - width, + height: block.height + }; + + // block below the inserted entry + newBlock2 = { + x: block.x, + y: block.y + height, + width: width, + height: block.height - height + }; + this.updateBlocks_(index, newBlock1, newBlock2); + } else { + // split horizontally + // block right of the inserted entry + newBlock1 = { + x: block.x + width, + y: block.y, + width: block.width - width, + height: height + }; + + // block below the inserted entry + newBlock2 = { + x: block.x, + y: block.y + height, + width: block.width, + height: block.height - height + }; + this.updateBlocks_(index, newBlock1, newBlock2); + } +}; + + +/** + * Remove the old block and insert new blocks at the same array position. + * The new blocks are inserted at the same position, so that splitted + * blocks (that are potentially smaller) are filled first. + * @private + * @param {number} index The index of the block to remove. + * @param {ol.AtlasBlock} newBlock1 The 1st block to add. + * @param {ol.AtlasBlock} newBlock2 The 2nd block to add. + */ +ol.style.Atlas.prototype.updateBlocks_ = function(index, newBlock1, newBlock2) { + var args = [index, 1]; + if (newBlock1.width > 0 && newBlock1.height > 0) { + args.push(newBlock1); + } + if (newBlock2.width > 0 && newBlock2.height > 0) { + args.push(newBlock2); + } + this.emptyBlocks_.splice.apply(this.emptyBlocks_, args); +}; diff --git a/src/ol/style/atlasmanager.js b/src/ol/style/atlasmanager.js index aa4fdfebdb..40480bc679 100644 --- a/src/ol/style/atlasmanager.js +++ b/src/ol/style/atlasmanager.js @@ -1,8 +1,7 @@ goog.provide('ol.style.AtlasManager'); -goog.provide('ol.style.Atlas'); goog.require('ol'); -goog.require('ol.dom'); +goog.require('ol.style.Atlas'); /** @@ -223,180 +222,3 @@ ol.style.AtlasManager.prototype.add_ = function(isHitAtlas, id, width, height, ol.DEBUG && console.assert(false, 'Failed to add to atlasmanager'); return null; }; - - -/** - * This class facilitates the creation of image atlases. - * - * Images added to an atlas will be rendered onto a single - * atlas canvas. The distribution of images on the canvas is - * managed with the bin packing algorithm described in: - * http://www.blackpawn.com/texts/lightmaps/ - * - * @constructor - * @struct - * @param {number} size The size in pixels of the sprite image. - * @param {number} space The space in pixels between images. - * Because texture coordinates are float values, the edges of - * images might not be completely correct (in a way that the - * edges overlap when being rendered). To avoid this we add a - * padding around each image. - */ -ol.style.Atlas = function(size, space) { - - /** - * @private - * @type {number} - */ - this.space_ = space; - - /** - * @private - * @type {Array.} - */ - this.emptyBlocks_ = [{x: 0, y: 0, width: size, height: size}]; - - /** - * @private - * @type {Object.} - */ - this.entries_ = {}; - - /** - * @private - * @type {CanvasRenderingContext2D} - */ - this.context_ = ol.dom.createCanvasContext2D(size, size); - - /** - * @private - * @type {HTMLCanvasElement} - */ - this.canvas_ = this.context_.canvas; -}; - - -/** - * @param {string} id The identifier of the entry to check. - * @return {?ol.AtlasInfo} The atlas info. - */ -ol.style.Atlas.prototype.get = function(id) { - return this.entries_[id] || null; -}; - - -/** - * @param {string} id The identifier of the entry to add. - * @param {number} width The width. - * @param {number} height The height. - * @param {function(CanvasRenderingContext2D, number, number)} renderCallback - * Called to render the new image onto an atlas image. - * @param {Object=} opt_this Value to use as `this` when executing - * `renderCallback`. - * @return {?ol.AtlasInfo} The position and atlas image for the entry. - */ -ol.style.Atlas.prototype.add = function(id, width, height, renderCallback, opt_this) { - var block, i, ii; - for (i = 0, ii = this.emptyBlocks_.length; i < ii; ++i) { - block = this.emptyBlocks_[i]; - if (block.width >= width + this.space_ && - block.height >= height + this.space_) { - // we found a block that is big enough for our entry - var entry = { - offsetX: block.x + this.space_, - offsetY: block.y + this.space_, - image: this.canvas_ - }; - this.entries_[id] = entry; - - // render the image on the atlas image - renderCallback.call(opt_this, this.context_, - block.x + this.space_, block.y + this.space_); - - // split the block after the insertion, either horizontally or vertically - this.split_(i, block, width + this.space_, height + this.space_); - - return entry; - } - } - - // there is no space for the new entry in this atlas - return null; -}; - - -/** - * @private - * @param {number} index The index of the block. - * @param {ol.AtlasBlock} block The block to split. - * @param {number} width The width of the entry to insert. - * @param {number} height The height of the entry to insert. - */ -ol.style.Atlas.prototype.split_ = function(index, block, width, height) { - var deltaWidth = block.width - width; - var deltaHeight = block.height - height; - - /** @type {ol.AtlasBlock} */ - var newBlock1; - /** @type {ol.AtlasBlock} */ - var newBlock2; - - if (deltaWidth > deltaHeight) { - // split vertically - // block right of the inserted entry - newBlock1 = { - x: block.x + width, - y: block.y, - width: block.width - width, - height: block.height - }; - - // block below the inserted entry - newBlock2 = { - x: block.x, - y: block.y + height, - width: width, - height: block.height - height - }; - this.updateBlocks_(index, newBlock1, newBlock2); - } else { - // split horizontally - // block right of the inserted entry - newBlock1 = { - x: block.x + width, - y: block.y, - width: block.width - width, - height: height - }; - - // block below the inserted entry - newBlock2 = { - x: block.x, - y: block.y + height, - width: block.width, - height: block.height - height - }; - this.updateBlocks_(index, newBlock1, newBlock2); - } -}; - - -/** - * Remove the old block and insert new blocks at the same array position. - * The new blocks are inserted at the same position, so that splitted - * blocks (that are potentially smaller) are filled first. - * @private - * @param {number} index The index of the block to remove. - * @param {ol.AtlasBlock} newBlock1 The 1st block to add. - * @param {ol.AtlasBlock} newBlock2 The 2nd block to add. - */ -ol.style.Atlas.prototype.updateBlocks_ = function(index, newBlock1, newBlock2) { - var args = [index, 1]; - if (newBlock1.width > 0 && newBlock1.height > 0) { - args.push(newBlock1); - } - if (newBlock2.width > 0 && newBlock2.height > 0) { - args.push(newBlock2); - } - this.emptyBlocks_.splice.apply(this.emptyBlocks_, args); -};