Previously, a lookup object containing start indexes was also used. This allowed us to remove arrays of vertices and properly update the start indexes for remaining coordinate values. In order to provide callers with stable identifiers and to work with arrays of integers alone, we cannot support a remove method. I think this is worth revisiting. Even if the array length cannot be changed in WebGL, we don't need to also impose the restriction outside. Instead, the WebGL renderer could be notified when array sizes change and update itself accordingly. I think there is more value in providing geometries with stable identifiers.
This common structure is used to store vertices for all geometry types. A slight optimization could be made by creating yet another structure to store point vertices - since these don't need to have a counts array (always 1). Creating a new structure would mean saving memory at the expense of more lib code to transport. The coordinate value lookups are not negatively impacted by using the same structure for points and higher order geometries. Since the first change above goes against my instincts, I'm not making this second change (to add another structure for shared point vertices).
Parsers that read features from strings, objects, or dom elements should implement the right interface. Among the read options is a callback that gets called after feature construction and before geometry construction. This callback is called with the feature and the geometry type and returns a shared vertices structure. The geometry is then constructed with this shared vertices structure before being added to the feature.
Instead of working with ol.Coordinate instances, transform functions work with arrays. This is in anticipation of using transform functions to transform large arrays of vertex coordinate values. The ol.projection.transform and ol.projection.transformWithCodes are slightly more convenient functions for dealing with ol.Coordinate instances. Whether we make this more consistent with the use of functions returned by ol.projection.getTransform is up for discussion.
Its not clear that we will be able to leverage the Float64Array. It may also be that the overhead of constructing these small arrays negates any benefit of faster access. And for all coordinate arrays, we'll need arrays that grow/shrink.
The first set geometry is considered the default. As an added bonus, we're back to a single argument constructor. Later, we could allow a schema to be set. This would be done before setting values (calling constructor with no args).
Without this, we are limited in the key names that we can accept from users. And because of compiler renaming, we don't know ahead of time what the limitations are (e.g. the key 'a' may clobber the 'set' method).
Tile ranges are inclusive. When getting the tile range for an extent, the top-right corner of the extent should be considered with a different intersection policy than the bottom-left corner.
If we have a gridded vector source, the grid should have something to do with the source data (e.g. the vector data is available in a regular grid). The vector layer renderer's internal grid is for rendering canvas tiles and doesn't have anything to do with the source.
When the dom renderer included logic to stretch tiles so that gaps were properly filled for fractional zoom levels, we needed to take this into account when getting a tile coordinate for a given coordinate and resolution. This was never the proper logic for a renderer that wasn't stretching occassional tiles (e.g. the WebGL renderer, the Canvas renderer, or the new DOM renderer).
Previously, the findInterimTiles method was returning undefined if the min x/y coord for a tile range was already in the lookup. The return says it indicates whether all tiles for the given z are loaded. This change corrects the return.
This change also reveals a misunderstanding of the tile range returned by `getTileRangeForExtentAndZ`. The previous findInterimTiles method was treating max values as inclusive. This is intuitive. It looks like the method returns a range where max values are exclusive.
We should discuss whether post render functions must be run after each render frame or not. If these can be run after multiple render frames, it would make sense to increase the timeout. As it is, it looks like post render functions are run for every render. Hard to see what the benefit is in this case.
This simple expression constructor will be used for symbolizer properties and the layer will generate symbolizer literals for rendering by evaluating any expressions with a feature as the this argument and feature attributes as the scope. This allows generating labels that concatenate multiple attribute values together or displaying point symbols that are sized according to a population attribute divided by an area attribute, for example.
This implementation will not work in environments where the content security policy disallows the use of the Function constructor. This is the case on browser extensions. A more content-security-policy-friendly implementation would be to come up with a restricted grammar and write a lex/parser. This is the road I started down, but this verison is far less code, and I think the security policy limitations are minor at this point. This version will always be faster/lighter than a parser, so one is written in the future, it should only be pulled in where content security policy mandates it.
Assuming browser garbage collection cannot happen while we have listeners in the global registry, we need to listenOnce to avoid memory leaks with the tile queue.
Instead of going into an unnecessary animation loop, we can simply wait to be notified when tiles load.
The WebGL renderer still sets frameState.animate true, but I think this too should be unnecessary (full page example works without it, side-by-side example shows it cannot yet be removed).
Instead of keeping track of wanted tile ranges, we can instead track wanted tiles individually. This provides enough for the map to know how to prioritize tiles and should be more efficient (no extra calls to extend tile ranges or check for tile containment within a range).
Without this change, tiles that are enqueued on the first rendering will always get priority `ol.TileQueue.DROP` because `map.frameState_` is not yet defined (meaning a single render call doesn't result in any tiles loading).
It looks like this approach will work well for panning (as anticipated). For animated zooming, it is not going to work as is. It looks like the canvas tile generation is too much for this type of animation loop. Though there are clearly still areas for optimization:
* Don't create new tiles while animating between zoom levels. Using existing tiles only while animating should bring a significant performance gain.
* Simple spatial index for tiles - each tile coord in the matrix could have a feature lookup object (keyed by id). This needs to account for rendered dimension (as witnessed by the point being cut by a tile). Given that the current example uses only three features, adding the spatial index should only be a minor improvement.
* Reuse a fixed set of canvas tiles that are generated at construction (and increased/decreased with view size changes).
* If a fixed set of tiles is not used, at least new ones could be cloned from existing ones (minor).
* Do some profiling to look for more ideas.
In addition, world-wrapping needs addressed. I don't think this renderer is the right (or at least the only) place to address this. And the cache of tiles needs to be managed for real. But hey, at least we've got a working tiled vector renderer now.
I think it's complicating things at this point to deal with this. Unfortunately, it's not proper dateline wrapping as is (only arbitrary tile range extent wrapping).