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bucket.ts
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import type {CollisionBoxArray} from './array_types.g';
import type {Style} from '../style/style';
import type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';
import type {FeatureIndex} from './feature_index';
import type {Context} from '../gl/context';
import type {FeatureStates} from '../source/source_state';
import type {ImagePosition} from '../render/image_atlas';
import type {CanonicalTileID} from '../source/tile_id';
import type {VectorTileFeature, VectorTileLayer} from '@mapbox/vector-tile';
import Point from '@mapbox/point-geometry';
import type {SubdivisionGranularitySetting} from '../render/subdivision_granularity_settings';
export type BucketParameters<Layer extends TypedStyleLayer> = {
index: number;
layers: Array<Layer>;
zoom: number;
pixelRatio: number;
overscaling: number;
collisionBoxArray: CollisionBoxArray;
sourceLayerIndex: number;
sourceID: string;
};
export type PopulateParameters = {
featureIndex: FeatureIndex;
iconDependencies: {};
patternDependencies: {};
glyphDependencies: {};
availableImages: Array<string>;
subdivisionGranularity: SubdivisionGranularitySetting;
};
export type IndexedFeature = {
feature: VectorTileFeature;
id: number | string;
index: number;
sourceLayerIndex: number;
};
export type BucketFeature = {
index: number;
sourceLayerIndex: number;
geometry: Array<Array<Point>>;
properties: any;
type: 0 | 1 | 2 | 3;
id?: any;
readonly patterns: {
[_: string]: {
'min': string;
'mid': string;
'max': string;
};
};
sortKey?: number;
};
/**
* The `Bucket` interface is the single point of knowledge about turning vector
* tiles into WebGL buffers.
*
* `Bucket` is an abstract interface. An implementation 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 index 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, index, 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.
*/
export interface Bucket {
layerIds: Array<string>;
hasPattern: boolean;
readonly layers: Array<any>;
readonly stateDependentLayers: Array<any>;
readonly stateDependentLayerIds: Array<string>;
populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID): void;
update(states: FeatureStates, vtLayer: VectorTileLayer, imagePositions: {[_: string]: ImagePosition}): void;
isEmpty(): boolean;
upload(context: Context): void;
uploadPending(): boolean;
/**
* 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).
*/
destroy(): void;
}
export function deserialize(input: Array<Bucket>, 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 bucket of input) {
const layers = bucket.layerIds
.map((id) => style.getLayer(id))
.filter(Boolean);
if (layers.length === 0) {
continue;
}
// look up StyleLayer objects from layer ids (since we don't
// want to waste time serializing/copying them from the worker)
(bucket as any).layers = layers;
if (bucket.stateDependentLayerIds) {
(bucket as any).stateDependentLayers = bucket.stateDependentLayerIds.map((lId) => layers.filter((l) => l.id === lId)[0]);
}
for (const layer of layers) {
output[layer.id] = bucket;
}
}
return output;
}