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bucket.js
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'use strict';
var featureFilter = require('feature-filter');
var StyleDeclarationSet = require('../style/style_declaration_set');
var LayoutProperties = require('../style/layout_properties');
var ElementGroups = require('./element_groups');
var Buffer = require('./buffer');
var assert = require('assert');
module.exports = Bucket;
/**
* Instantiate the appropriate subclass of `Bucket` for `options`.
* @private
* @param options See `Bucket` constructor options
* @returns {Bucket}
*/
Bucket.create = function(options) {
var Classes = {
fill: require('./fill_bucket'),
line: require('./line_bucket'),
circle: require('./circle_bucket'),
symbol: require('./symbol_bucket')
};
return new Classes[options.layer.type](options);
};
Bucket.AttributeType = Buffer.AttributeType;
/**
* The `Bucket` class builds a set of `Buffer`s for a set of vector tile
* features.
*
* `Bucket` is an abstract class. A subclass exists for each Mapbox GL
* style spec layer type. Because `Bucket` is an abstract class,
* instances should be created via the `Bucket.create` method.
*
* For performance reasons, `Bucket` creates its "add"s methods at
* runtime using `new Function(...)`.
*
* @class Bucket
* @private
* @param options
* @param {number} options.zoom Zoom level of the buffers being built. May be
* a fractional zoom level.
* @param options.layer A Mapbox GL style layer object
* @param {Object.<string, Buffer>} options.buffers The set of `Buffer`s being
* built for this tile. This object facilitates sharing of `Buffer`s be
between `Bucket`s.
*/
function Bucket(options) {
this.layer = options.layer;
this.zoom = options.zoom;
this.layers = [this.layer.id];
this.type = this.layer.type;
this.features = [];
this.id = this.layer.id;
this['source-layer'] = this.layer['source-layer'];
this.interactive = this.layer.interactive;
this.minZoom = this.layer.minzoom;
this.maxZoom = this.layer.maxzoom;
this.filter = featureFilter(this.layer.filter);
this.layoutProperties = createLayoutProperties(this.layer, this.zoom);
this.resetBuffers(options.buffers);
for (var shaderName in this.shaders) {
var shader = this.shaders[shaderName];
this[this.getAddMethodName(shaderName, 'vertex')] = createVertexAddMethod(shaderName, shader, this.getBufferName(shaderName, 'vertex'));
this[this.getAddMethodName(shaderName, 'element')] = createElementAddMethod(shaderName, shader, this.getBufferName(shaderName, 'element'), false);
this[this.getAddMethodName(shaderName, 'secondElement')] = createElementAddMethod(shaderName, shader, this.getBufferName(shaderName, 'secondElement'), true);
}
}
/**
* Build the buffers! Features are set directly to the `features` property.
* @private
*/
Bucket.prototype.addFeatures = function() {
for (var i = 0; i < this.features.length; i++) {
this.addFeature(this.features[i]);
}
};
/**
* Check if there is enough space available in the current element group for
* `vertexLength` vertices. If not, append a new elementGroup. Should be called
* by `addFeatures` and its callees.
* @private
* @param {string} shaderName the name of the shader associated with the buffer that will receive the vertices
* @param {number} vertexLength The number of vertices that will be inserted to the buffer.
*/
Bucket.prototype.makeRoomFor = function(shaderName, vertexLength) {
this.elementGroups[shaderName].makeRoomFor(vertexLength);
};
/**
* Start using a new shared `buffers` object and recreate instances of `Buffer`
* as necessary.
* @private
* @param {Object.<string, Buffer>} buffers
*/
Bucket.prototype.resetBuffers = function(buffers) {
this.buffers = buffers;
this.elementGroups = {};
for (var shaderName in this.shaders) {
var shader = this.shaders[shaderName];
var vertexBufferName = this.getBufferName(shaderName, 'vertex');
if (shader.vertexBuffer && !buffers[vertexBufferName]) {
buffers[vertexBufferName] = new Buffer({
type: Buffer.BufferType.VERTEX,
attributes: shader.attributes
});
}
var elementBufferName = this.getBufferName(shaderName, 'element');
if (shader.elementBuffer && !buffers[elementBufferName]) {
buffers[elementBufferName] = createElementBuffer(shader.elementBufferComponents);
}
var secondElementBufferName = this.getBufferName(shaderName, 'secondElement');
if (shader.secondElementBuffer && !buffers[secondElementBufferName]) {
buffers[secondElementBufferName] = createElementBuffer(shader.secondElementBufferComponents);
}
this.elementGroups[shaderName] = new ElementGroups(
buffers[this.getBufferName(shaderName, 'vertex')],
buffers[this.getBufferName(shaderName, 'element')],
buffers[this.getBufferName(shaderName, 'secondElement')]
);
}
};
/**
* Get the name of the method used to add an item to a buffer.
* @param {string} shaderName The name of the shader that will use the buffer
* @param {string} type One of "vertex", "element", or "secondElement"
* @returns {string}
*/
Bucket.prototype.getAddMethodName = function(shaderName, type) {
return 'add' + capitalize(shaderName) + capitalize(type);
};
/**
* Get the name of a buffer.
* @param {string} shaderName The name of the shader that will use the buffer
* @param {string} type One of "vertex", "element", or "secondElement"
* @returns {string}
*/
Bucket.prototype.getBufferName = function(shaderName, type) {
return shaderName + capitalize(type);
};
function createLayoutProperties(layer, zoom) {
var values = new StyleDeclarationSet('layout', layer.type, layer.layout, {}).values();
var fakeZoomHistory = { lastIntegerZoom: Infinity, lastIntegerZoomTime: 0, lastZoom: 0 };
var layout = {};
for (var k in values) {
layout[k] = values[k].calculate(zoom, fakeZoomHistory);
}
if (layer.type === 'symbol') {
// To reduce the number of labels that jump around when zooming we need
// to use a text-size value that is the same for all zoom levels.
// This calculates text-size at a high zoom level so that all tiles can
// use the same value when calculating anchor positions.
if (values['text-size']) {
layout['text-max-size'] = values['text-size'].calculate(18, fakeZoomHistory);
layout['text-size'] = values['text-size'].calculate(zoom + 1, fakeZoomHistory);
}
if (values['icon-size']) {
layout['icon-max-size'] = values['icon-size'].calculate(18, fakeZoomHistory);
layout['icon-size'] = values['icon-size'].calculate(zoom + 1, fakeZoomHistory);
}
}
return new LayoutProperties[layer.type](layout);
}
function createVertexAddMethod(shaderName, shader, bufferName) {
if (!shader.vertexBuffer) return null;
var pushArgs = [];
for (var i = 0; i < shader.attributes.length; i++) {
pushArgs = pushArgs.concat(shader.attributes[i].value);
}
var body = '';
body += 'var elementGroup = this.elementGroups.' + shaderName + '.current;\n';
body += 'elementGroup.vertexLength++;\n';
body += 'return this.buffers.' + bufferName + '.push(\n ' + pushArgs.join(',\n ') + '\n) - elementGroup.vertexStartIndex;';
return new Function(shader.attributeArgs, body);
}
function createElementAddMethod(shaderName, shader, bufferName, isSecond) {
if (!bufferName) return function() { assert(false); };
var lengthName = isSecond ? 'secondElementLength' : 'elementLength';
return function(one, two, three) {
this.elementGroups[shaderName].current[lengthName]++;
return this.buffers[bufferName].push(one, two, three);
};
}
function createElementBuffer(components) {
return new Buffer({
type: Buffer.BufferType.ELEMENT,
attributes: [{
name: 'vertices',
components: components || 3,
type: Buffer.ELEMENT_ATTRIBUTE_TYPE
}]
});
}
function capitalize(string) {
return string.charAt(0).toUpperCase() + string.slice(1);
}