Files
openlayers/src/ol/renderer/webgl/webglatlasmanager.js
2014-11-06 16:22:46 +01:00

312 lines
8.6 KiB
JavaScript

goog.provide('ol.renderer.webgl.Atlas');
goog.provide('ol.renderer.webgl.AtlasManager');
goog.require('goog.asserts');
goog.require('goog.dom');
goog.require('goog.dom.TagName');
goog.require('goog.object');
/**
* @typedef {{offsetX: number, offsetY: number, image: HTMLCanvasElement}}
*/
ol.renderer.webgl.AtlasInfo;
/**
* Manages the creation of texture atlases.
*
* Images added to this manager will be inserted into an atlas, which
* will be used for rendering.
* The `size` given in the constructor is the size for the first
* atlas. After that, when new atlases are created, they will have
* twice the size as the latest atlas (until `maxSize` is reached.)
*
* It is recommended to use `ol.has.WEBGL_MAX_TEXTURE_SIZE` as
* `maxSize` value.
*
* @constructor
* @struct
* @param {number=} opt_size The size in pixels of the first atlas image
* (default: 256).
* @param {number=} opt_maxSize The maximum size in pixels of atlas images
* (default: 2048).
* @param {number=} opt_space The space in pixels between images
* (default: 1).
*/
ol.renderer.webgl.AtlasManager = function(opt_size, opt_maxSize, opt_space) {
/**
* The size in pixels of the latest atlas image.
* @private
* @type {number}
*/
this.currentSize_ = goog.isDef(opt_size) ? opt_size : 256;
/**
* The maximum size in pixels of atlas images.
* @private
* @type {number}
*/
this.maxSize_ = goog.isDef(opt_maxSize) ? opt_maxSize : 2048;
/**
* The size in pixels between images.
* @private
* @type {number}
*/
this.space_ = goog.isDef(opt_space) ? opt_space : 1;
/**
* @private
* @type {Array.<ol.renderer.webgl.Atlas>}
*/
this.atlases_ = [new ol.renderer.webgl.Atlas(this.currentSize_, this.space_)];
};
/**
* @param {string} id The identifier of the entry to check.
* @return {ol.renderer.webgl.AtlasInfo}
*/
ol.renderer.webgl.AtlasManager.prototype.getInfo = function(id) {
var atlas, info;
for (var i = 0, ii = this.atlases_.length; i < ii; i++) {
atlas = this.atlases_[i];
info = atlas.get(id);
if (info !== null) {
return info;
}
}
return null;
};
/**
* Add an image to the atlas manager.
*
* If an entry for the given id already exists, the entry will
* be overridden (but the space on the atlas graphic will not be freed).
*
* @param {string} id The identifier of the entry to add.
* @param {number} width The width.
* @param {number} height The height.
* @param {function(*)} renderCallback Called to render the new sprite entry
* onto the sprite image.
* @param {object=} opt_this Value to use as `this` when executing
* `renderCallback`.
* @return {ol.renderer.webgl.AtlasInfo}
*/
ol.renderer.webgl.AtlasManager.prototype.add =
function(id, width, height, renderCallback, opt_this) {
if (width > this.maxSize_ || height > this.maxSize_) {
return null;
}
var atlas, info;
for (var i = 0, ii = this.atlases_.length; i < ii; i++) {
atlas = this.atlases_[i];
info = atlas.add(id, width, height, renderCallback, opt_this);
if (info !== null) {
return info;
} else if (info === null && i === ii - 1) {
// the entry could not be added to one of the existing atlases,
// create a new atlas that is twice as big and try to add to this one.
this.currentSize_ = Math.min(this.currentSize_ * 2, this.maxSize_);
atlas = new ol.renderer.webgl.Atlas(this.currentSize_, this.space_);
this.atlases_.push(atlas);
ii++;
}
}
};
/**
* This class facilitates the creation of texture atlases.
*
* Images added to an atlas will be rendered onto a single
* atlas canvas. The distribution of images on the canvas are
* 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 images.
* @param {number} space The space in pixels between images.
*/
ol.renderer.webgl.Atlas = function(size, space) {
/**
* @private
* @type {number} The space in pixels between images.
* Because texture coordinates are float values, the edges of
* texture 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.
*/
this.space_ = space;
/**
* @private
* @type {Array.<ol.renderer.webgl.Atlas.Block>}
*/
this.emptyBlocks_ = [{x: 0, y: 0, width: size, height: size}];
/**
* @private
* @type {Object.<number, ol.renderer.webgl.AtlasInfo>}
*/
this.entries_ = {};
/**
* @private
* @type {HTMLCanvasElement}
*/
this.canvas_ = /** @type {HTMLCanvasElement} */
(goog.dom.createElement(goog.dom.TagName.CANVAS));
this.canvas_.width = size;
this.canvas_.height = size;
/**
* @private
* @type {CanvasRenderingContext2D}
*/
this.context_ = /** @type {CanvasRenderingContext2D} */
(this.canvas_.getContext('2d'));
};
/**
* @param {string} id The identifier of the entry to check.
* @return {ol.renderer.webgl.AtlasInfo}
*/
ol.renderer.webgl.Atlas.prototype.get = function(id) {
return goog.object.get(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(*)} renderCallback Called to render the new sprite entry
* onto the sprite image.
* @param {object=} opt_this Value to use as `this` when executing
* `renderCallback`.
* @return {ol.renderer.webgl.AtlasInfo}
*/
ol.renderer.webgl.Atlas.prototype.add =
function(id, width, height, renderCallback, opt_this) {
var block;
for (var 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.renderer.webgl.Atlas.Block} 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.renderer.webgl.Atlas.prototype.split_ =
function(index, block, width, height) {
var deltaWidth = block.width - width;
var deltaHeight = block.height - height;
/** @type {ol.renderer.webgl.AtlasInfo} */
var newBlock1, 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.renderer.webgl.Atlas.Block} newBlock1 The 1st block to add.
* @param {ol.renderer.webgl.Atlas.Block} newBlock2 The 2nd block to add.
*/
ol.renderer.webgl.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);
};
/**
* @typedef {{x: number, y: number, width: number, height: number}}
*/
ol.renderer.webgl.Atlas.Block;