Add interim tiles

This commit is contained in:
Tom Payne
2012-08-05 23:16:53 +02:00
parent 9861cd4ddc
commit a38dc0db28

View File

@@ -6,8 +6,10 @@ goog.provide('ol.webgl.TileLayerRenderer');
goog.provide('ol.webgl.tilelayerrenderer.shader.Fragment');
goog.provide('ol.webgl.tilelayerrenderer.shader.Vertex');
goog.require('goog.array');
goog.require('goog.asserts');
goog.require('goog.events.EventType');
goog.require('goog.object');
goog.require('goog.vec.Mat4');
goog.require('goog.webgl');
goog.require('ol.Coordinate');
@@ -296,6 +298,8 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
tileBounds.minX + nTilesX - 1,
tileBounds.minY + nTilesY - 1);
goog.asserts.assert(framebufferTileBounds.containsTileBounds(tileBounds));
var framebufferExtent =
tileGrid.getTileBoundsExtent(z, framebufferTileBounds);
this.bindFramebuffer_(framebufferDimension);
gl.viewport(0, 0, framebufferDimension, framebufferDimension);
@@ -319,9 +323,9 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
var arrayBuffer = gl.createBuffer();
gl.bindBuffer(goog.webgl.ARRAY_BUFFER, arrayBuffer);
gl.bufferData(goog.webgl.ARRAY_BUFFER, new Float32Array([
-1, -1, 0, 1,
1, -1, 1, 1,
-1, 1, 0, 0,
0, 0, 0, 1,
1, 0, 1, 1,
0, 1, 0, 0,
1, 1, 1, 0
]), goog.webgl.STATIC_DRAW);
this.arrayBuffer_ = arrayBuffer;
@@ -337,26 +341,17 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
this.locations_.aTexCoord, 2, goog.webgl.FLOAT, false, 16, 8);
gl.uniform1i(this.locations_.uTexture, 0);
/**
* @type {Object.<number, Object.<string, ol.TileCoord>>}
*/
var tilesToDrawByZ = {};
tilesToDrawByZ[z] = {};
tileBounds.forEachTileCoord(z, function(tileCoord) {
var tile = tileStore.getTile(tileCoord);
if (goog.isNull(tile)) {
} else if (tile.isLoaded()) {
var uMatrix = goog.vec.Mat4.createFloat32Identity();
goog.vec.Mat4.translate(uMatrix,
0.5 / tileSize.width,
0.5 / tileSize.height,
0);
goog.vec.Mat4.translate(uMatrix,
2 * (tileCoord.x - framebufferTileBounds.minX + 0.5) / nTilesX - 1,
2 * (tileCoord.y - framebufferTileBounds.minY + 0.5) / nTilesY - 1,
0);
goog.vec.Mat4.scale(uMatrix,
1 / nTilesX,
1 / nTilesY,
1);
gl.uniformMatrix4fv(this.locations_.uMatrix, false, uMatrix);
gl.bindTexture(goog.webgl.TEXTURE_2D, map.getTileTexture(tile));
gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
tilesToDrawByZ[z][tileCoord.toString()] = tile;
} else {
var tileKey = goog.getUid(tile);
if (!(tileKey in this.tileChangeListenerKeys_)) {
@@ -365,11 +360,61 @@ ol.webgl.TileLayerRenderer.prototype.render = function() {
this.tileChangeListenerKeys_[tileKey] = goog.events.listen(tile,
goog.events.EventType.CHANGE, this.handleTileChange, false, this);
}
// FIXME this could be more efficient about filling partial holes
tileGrid.forEachTileCoordParentTileBounds(
tileCoord,
function(z, tileBounds) {
var fullyCovered = true;
tileBounds.forEachTileCoord(z, function(tileCoord) {
var tileCoordKey = tileCoord.toString();
if (tilesToDrawByZ[z] && tilesToDrawByZ[z][tileCoordKey]) {
return;
}
var tile = tileStore.getTile(tileCoord);
if (!goog.isNull(tile) && tile.isLoaded()) {
if (!tilesToDrawByZ[z]) {
tilesToDrawByZ[z] = {};
}
tilesToDrawByZ[z][tileCoordKey] = tile;
} else {
fullyCovered = false;
}
});
return fullyCovered;
});
}
}, this);
var framebufferExtent =
tileGrid.getTileBoundsExtent(z, framebufferTileBounds);
var zs = goog.object.getKeys(tilesToDrawByZ);
goog.array.sort(zs);
var uMatrix = goog.vec.Mat4.createFloat32();
goog.array.forEach(zs, function(z) {
goog.object.forEach(tilesToDrawByZ[z], function(tile) {
var tileExtent = tileGrid.getTileCoordExtent(tile.tileCoord);
goog.vec.Mat4.makeIdentity(uMatrix);
goog.vec.Mat4.translate(uMatrix,
-1,
-1,
0);
goog.vec.Mat4.scale(uMatrix,
2 / framebufferExtent.getWidth(),
2 / framebufferExtent.getHeight(),
1);
goog.vec.Mat4.translate(uMatrix,
tileExtent.minX - framebufferExtent.minX,
tileExtent.minY - framebufferExtent.minY,
0);
goog.vec.Mat4.scale(uMatrix,
tileExtent.getWidth(),
tileExtent.getHeight(),
1);
gl.uniformMatrix4fv(this.locations_.uMatrix, false, uMatrix);
map.bindImageTexture(
tile.getImage(), goog.webgl.LINEAR, goog.webgl.LINEAR);
gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
}, this);
}, this);
goog.vec.Mat4.makeIdentity(this.matrix_);
goog.vec.Mat4.translate(this.matrix_,
(mapCenter.x - framebufferExtent.minX) /