mapbox-gl
Version:
A WebGL interactive maps library
153 lines (130 loc) • 4.88 kB
JavaScript
// @flow
const ArrayGroup = require('./array_group');
const BufferGroup = require('./buffer_group');
const util = require('../util/util');
import type CollisionBoxArray from '../symbol/collision_box';
import type Style from '../style/style';
import type StyleLayer from '../style/style_layer';
import type {ProgramInterface} from './program_configuration';
import type FeatureIndex from './feature_index';
import type {SerializedArrayGroup} from './array_group';
export type BucketParameters = {
index: number,
layers: Array<StyleLayer>,
zoom: number,
overscaling: number,
collisionBoxArray: CollisionBoxArray,
arrays?: SerializedArrayGroup
}
export type PopulateParameters = {
featureIndex: FeatureIndex,
iconDependencies: {},
glyphDependencies: {}
}
export type SerializedBucket = {
zoom: number,
layerIds: Array<string>,
arrays: SerializedArrayGroup
}
export type IndexedFeature = {
feature: VectorTileFeature,
index: number,
sourceLayerIndex: number,
}
/**
* The `Bucket` class is the single point of knowledge about turning vector
* tiles into WebGL buffers.
*
* `Bucket` is an abstract class. A subclass exists for each style layer type.
* Create a bucket via the `StyleLayer#createBucket` method.
*
* The concrete bucket types, using layout options from the style layer,
* transform feature geometries into vertex and element data for use by the
* vertex shader. They also (via `ProgramConfiguration`) use feature
* properties and the zoom level to populate the attributes needed for
* data-driven styling.
*
* Buckets are designed to be built on a worker thread and then serialized and
* transferred back to the main thread for rendering. On the worker side, a
* bucket's vertex, element, and attribute data is stored in `bucket.arrays:
* ArrayGroup`. When a bucket's data is serialized and sent back to the main
* thread, is gets deserialized (using `new Bucket(serializedBucketData)`, with
* the array data now stored in `bucket.buffers: BufferGroup`. BufferGroups
* hold the same data as ArrayGroups, but are tuned for consumption by WebGL.
*
* @private
*/
class Bucket {
index: number;
zoom: number;
overscaling: number;
layers: Array<StyleLayer>;
buffers: BufferGroup;
arrays: ArrayGroup;
+addFeature: (feature: VectorTileFeature) => void;
static deserialize(input: Array<SerializedBucket>, style: Style): {[string]: Bucket} {
const output = {};
// Guard against the case where the map's style has been set to null while
// this bucket has been parsing.
if (!style) return output;
for (const serialized of input) {
const layers = serialized.layerIds
.map((id) => style.getLayer(id))
.filter(Boolean);
if (layers.length === 0) {
continue;
}
const bucket = layers[0].createBucket(util.extend({layers}, serialized));
for (const layer of layers) {
output[layer.id] = bucket;
}
}
return output;
}
constructor(options: BucketParameters, programInterface: ProgramInterface) {
this.zoom = options.zoom;
this.overscaling = options.overscaling;
this.layers = options.layers;
this.index = options.index;
if (options.arrays) {
this.buffers = new BufferGroup(programInterface, options.layers, options.zoom, options.arrays);
} else {
this.arrays = new ArrayGroup(programInterface, options.layers, options.zoom);
}
}
populate(features: Array<IndexedFeature>, options: PopulateParameters) {
for (const {feature, index, sourceLayerIndex} of features) {
if (this.layers[0].filter(feature)) {
this.addFeature(feature);
options.featureIndex.insert(feature, index, sourceLayerIndex, this.index);
}
}
}
getPaintPropertyStatistics() {
return util.mapObject(this.arrays.layerData, data => data.paintPropertyStatistics);
}
isEmpty() {
return this.arrays.isEmpty();
}
serialize(transferables?: Array<Transferable>): SerializedBucket {
return {
zoom: this.zoom,
layerIds: this.layers.map((l) => l.id),
arrays: this.arrays.serialize(transferables)
};
}
/**
* Release the WebGL resources associated with the buffers. Note that because
* buckets are shared between layers having the same layout properties, they
* must be destroyed in groups (all buckets for a tile, or all symbol buckets).
*
* @private
*/
destroy() {
if (this.buffers) {
this.buffers.destroy();
(this : any).buffers = null;
}
}
}
module.exports = Bucket;