mapbox-gl
Version:
A WebGL interactive maps library
263 lines (214 loc) • 8.51 kB
JavaScript
// @flow
import potpack from 'potpack';
import { Event, Evented } from '../util/evented';
import { RGBAImage } from '../util/image';
import { ImagePosition } from './image_atlas';
import Texture from './texture';
import assert from 'assert';
import {renderStyleImage} from '../style/style_image';
import { warnOnce } from '../util/util';
import type {StyleImage} from '../style/style_image';
import type Context from '../gl/context';
import type {Bin} from 'potpack';
import type {Callback} from '../types/callback';
type Pattern = {
bin: Bin,
position: ImagePosition
};
// When copied into the atlas texture, image data is padded by one pixel on each side. Icon
// images are padded with fully transparent pixels, while pattern images are padded with a
// copy of the image data wrapped from the opposite side. In both cases, this ensures the
// correct behavior of GL_LINEAR texture sampling mode.
const padding = 1;
/*
ImageManager does three things:
1. Tracks requests for icon images from tile workers and sends responses when the requests are fulfilled.
2. Builds a texture atlas for pattern images.
3. Rerenders renderable images once per frame
These are disparate responsibilities and should eventually be handled by different classes. When we implement
data-driven support for `*-pattern`, we'll likely use per-bucket pattern atlases, and that would be a good time
to refactor this.
*/
class ImageManager extends Evented {
images: {[string]: StyleImage};
updatedImages: {[string]: boolean};
callbackDispatchedThisFrame: {[string]: boolean};
loaded: boolean;
requestors: Array<{ids: Array<string>, callback: Callback<{[string]: StyleImage}>}>;
patterns: {[string]: Pattern};
atlasImage: RGBAImage;
atlasTexture: ?Texture;
dirty: boolean;
constructor() {
super();
this.images = {};
this.updatedImages = {};
this.callbackDispatchedThisFrame = {};
this.loaded = false;
this.requestors = [];
this.patterns = {};
this.atlasImage = new RGBAImage({width: 1, height: 1});
this.dirty = true;
}
isLoaded() {
return this.loaded;
}
setLoaded(loaded: boolean) {
if (this.loaded === loaded) {
return;
}
this.loaded = loaded;
if (loaded) {
for (const {ids, callback} of this.requestors) {
this._notify(ids, callback);
}
this.requestors = [];
}
}
getImage(id: string): ?StyleImage {
return this.images[id];
}
addImage(id: string, image: StyleImage) {
assert(!this.images[id]);
this.images[id] = image;
}
updateImage(id: string, image: StyleImage) {
const oldImage = this.images[id];
assert(oldImage);
assert(oldImage.data.width === image.data.width);
assert(oldImage.data.height === image.data.height);
image.version = oldImage.version + 1;
this.images[id] = image;
this.updatedImages[id] = true;
}
removeImage(id: string) {
assert(this.images[id]);
const image = this.images[id];
delete this.images[id];
delete this.patterns[id];
if (image.userImage && image.userImage.onRemove) {
image.userImage.onRemove();
}
}
listImages(): Array<string> {
return Object.keys(this.images);
}
getImages(ids: Array<string>, callback: Callback<{[string]: StyleImage}>) {
// If the sprite has been loaded, or if all the icon dependencies are already present
// (i.e. if they've been addeded via runtime styling), then notify the requestor immediately.
// Otherwise, delay notification until the sprite is loaded. At that point, if any of the
// dependencies are still unavailable, we'll just assume they are permanently missing.
let hasAllDependencies = true;
if (!this.isLoaded()) {
for (const id of ids) {
if (!this.images[id]) {
hasAllDependencies = false;
}
}
}
if (this.isLoaded() || hasAllDependencies) {
this._notify(ids, callback);
} else {
this.requestors.push({ids, callback});
}
}
_notify(ids: Array<string>, callback: Callback<{[string]: StyleImage}>) {
const response = {};
for (const id of ids) {
if (!this.images[id]) {
this.fire(new Event('styleimagemissing', { id }));
}
const image = this.images[id];
if (image) {
// Clone the image so that our own copy of its ArrayBuffer doesn't get transferred.
response[id] = {
data: image.data.clone(),
pixelRatio: image.pixelRatio,
sdf: image.sdf,
version: image.version,
hasRenderCallback: Boolean(image.userImage && image.userImage.render)
};
} else {
warnOnce(`Image "${id}" could not be loaded. Please make sure you have added the image with map.addImage() or a "sprite" property in your style. You can provide missing images by listening for the "styleimagemissing" map event.`);
}
}
callback(null, response);
}
// Pattern stuff
getPixelSize() {
const {width, height} = this.atlasImage;
return {width, height};
}
getPattern(id: string): ?ImagePosition {
const pattern = this.patterns[id];
const image = this.getImage(id);
if (!image) {
return null;
}
if (pattern && pattern.position.version === image.version) {
return pattern.position;
}
if (!pattern) {
const w = image.data.width + padding * 2;
const h = image.data.height + padding * 2;
const bin = {w, h, x: 0, y: 0};
const position = new ImagePosition(bin, image);
this.patterns[id] = {bin, position};
} else {
pattern.position.version = image.version;
}
this._updatePatternAtlas();
return this.patterns[id].position;
}
bind(context: Context) {
const gl = context.gl;
if (!this.atlasTexture) {
this.atlasTexture = new Texture(context, this.atlasImage, gl.RGBA);
} else if (this.dirty) {
this.atlasTexture.update(this.atlasImage);
this.dirty = false;
}
this.atlasTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);
}
_updatePatternAtlas() {
const bins = [];
for (const id in this.patterns) {
bins.push(this.patterns[id].bin);
}
const {w, h} = potpack(bins);
const dst = this.atlasImage;
dst.resize({width: w || 1, height: h || 1});
for (const id in this.patterns) {
const {bin} = this.patterns[id];
const x = bin.x + padding;
const y = bin.y + padding;
const src = this.images[id].data;
const w = src.width;
const h = src.height;
RGBAImage.copy(src, dst, { x: 0, y: 0 }, { x, y }, { width: w, height: h });
// Add 1 pixel wrapped padding on each side of the image.
RGBAImage.copy(src, dst, { x: 0, y: h - 1 }, { x, y: y - 1 }, { width: w, height: 1 }); // T
RGBAImage.copy(src, dst, { x: 0, y: 0 }, { x, y: y + h }, { width: w, height: 1 }); // B
RGBAImage.copy(src, dst, { x: w - 1, y: 0 }, { x: x - 1, y }, { width: 1, height: h }); // L
RGBAImage.copy(src, dst, { x: 0, y: 0 }, { x: x + w, y }, { width: 1, height: h }); // R
}
this.dirty = true;
}
beginFrame() {
this.callbackDispatchedThisFrame = {};
}
dispatchRenderCallbacks(ids: Array<string>) {
for (const id of ids) {
// the callback for the image was already dispatched for a different frame
if (this.callbackDispatchedThisFrame[id]) continue;
this.callbackDispatchedThisFrame[id] = true;
const image = this.images[id];
assert(image);
const updated = renderStyleImage(image);
if (updated) {
this.updateImage(id, image);
}
}
}
}
export default ImageManager;