639 lines
15 KiB
Java
639 lines
15 KiB
Java
/*
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* Copyright 2012 OpenScienceMap
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*
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* This program is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package org.oscim.renderer;
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import static org.oscim.generator.JobTile.STATE_LOADING;
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import static org.oscim.generator.JobTile.STATE_NEW_DATA;
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import static org.oscim.generator.JobTile.STATE_NONE;
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import java.util.ArrayList;
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import java.util.Arrays;
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import org.oscim.core.MapPosition;
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import org.oscim.core.Tile;
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import org.oscim.generator.JobTile;
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import org.oscim.generator.TileDistanceSort;
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import org.oscim.renderer.layer.TextItem;
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import org.oscim.renderer.layer.VertexPool;
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import org.oscim.view.MapView;
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import android.util.Log;
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/**
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* @author Hannes Janetzek
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* @TODO
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* - prefetching to cache file
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* - this class should probably not be in 'renderer' -> tilemap?
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* - make it general for reuse in tile-overlays
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*/
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public class TileManager {
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static final String TAG = TileManager.class.getSimpleName();
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// limit number tiles with new data not uploaded to GL
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// TODO this should depend on the number of tiles displayed
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private static final int MAX_TILES_IN_QUEUE = 40;
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// cache limit threshold
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private static final int CACHE_THRESHOLD = 30;
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private final MapView mMapView;
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private final MapPosition mMapPosition;
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private boolean mInitialized;
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private int mWidth = 0;
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private int mHeight = 0;
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// cache for all tiles
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private MapTile[] mTiles;
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// actual number of tiles in mTiles
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private int mTilesCount;
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// current end position in mTiles
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private int mTilesSize;
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// counter for tiles with new data not uploaded to GL
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private volatile int mTilesForUpload;
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// new tile jobs for MapWorkers
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private final ArrayList<JobTile> mJobs;
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// counter to check whether current TileSet has changed
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private static int mUpdateSerial;
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// lock for TileSets while updating MapTile locks
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private final Object mTilelock = new Object();
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private TileSet mCurrentTiles;
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/* package */TileSet mNewTiles;
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private final float[] mTileCoords = new float[8];
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public TileManager(MapView mapView) {
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mMapView = mapView;
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mMapPosition = new MapPosition();
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mJobs = new ArrayList<JobTile>();
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mTiles = new MapTile[GLRenderer.CACHE_TILES];
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mTilesSize = 0;
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mTilesForUpload = 0;
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mUpdateSerial = 0;
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mInitialized = false;
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}
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public void destroy() {
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// there might be some leaks in here
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// ... free pools
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}
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/**
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* Update list of visible tiles and passes them to TileManager, when not
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* available tiles are created and added to JobQueue (mapView.addJobs) for
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* loading by TileGenerator class
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*
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* @param clear
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* whether to clear and reload all tiles
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*/
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public synchronized void updateMap(final boolean clear) {
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boolean changedPos = false;
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if (mMapView == null)
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return;
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if (clear || !mInitialized) {
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// make sure onDrawFrame is not running
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// - and labeling thread?
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GLRenderer.drawlock.lock();
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// clear all tiles references
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Log.d(TAG, "CLEAR " + mInitialized);
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if (clear) {
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// pass VBOs and VertexItems back to pools
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for (int i = 0; i < mTilesSize; i++)
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clearTile(mTiles[i]);
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} else {
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// mInitialized is set when surface changed
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// and VBOs might be lost
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VertexPool.init();
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}
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QuadTree.init();
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Arrays.fill(mTiles, null);
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mTilesSize = 0;
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mTilesCount = 0;
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for (TileSet td : mTileSets) {
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Arrays.fill(td.tiles, null);
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td.cnt = 0;
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}
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// set up TileData arrays that are passed to gl-thread
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int num = Math.max(mWidth, mHeight);
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int size = Tile.TILE_SIZE >> 1;
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int numTiles = (num * num) / (size * size) * 4;
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mNewTiles = new TileSet(numTiles);
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mCurrentTiles = new TileSet(numTiles);
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// make sure mMapPosition will be updated
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mMapPosition.zoomLevel = -1;
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mInitialized = true;
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GLRenderer.drawlock.unlock();
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}
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MapPosition mapPosition = mMapPosition;
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float[] coords = mTileCoords;
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changedPos = mMapView.getMapViewPosition().getMapPosition(mapPosition, coords);
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if (changedPos) {
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mMapView.render();
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} else {
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return;
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}
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// load some tiles more than currently visible
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// TODO limit how many more...
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float scale = mapPosition.scale * 0.5f;
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float px = (float) mapPosition.x;
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float py = (float) mapPosition.y;
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// TODO hint whether to prefetch parent / children
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int zdir = 0;
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for (int i = 0; i < 8; i += 2) {
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coords[i + 0] = (px + coords[i + 0] / scale) / Tile.TILE_SIZE;
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coords[i + 1] = (py + coords[i + 1] / scale) / Tile.TILE_SIZE;
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}
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boolean changed = updateVisibleList(mapPosition, zdir);
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if (changed) {
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mMapView.render();
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int remove = mTilesCount - GLRenderer.CACHE_TILES;
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if (remove > CACHE_THRESHOLD ||
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mTilesForUpload > MAX_TILES_IN_QUEUE)
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limitCache(mapPosition, remove);
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}
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}
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// need to keep track of TileSets to clear on reset...
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private static ArrayList<TileSet> mTileSets = new ArrayList<TileSet>(2);
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public TileSet getActiveTiles(TileSet td) {
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if (mCurrentTiles == null)
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return td;
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if (td != null && td.serial == mUpdateSerial)
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return td;
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// dont flip new/currentTiles while copying
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synchronized (mTilelock) {
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MapTile[] newTiles = mCurrentTiles.tiles;
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int cnt = mCurrentTiles.cnt;
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// lock tiles (and their proxies) to not be removed from cache
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for (int i = 0; i < cnt; i++)
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newTiles[i].lock();
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MapTile[] nextTiles;
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if (td == null) {
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td = new TileSet(newTiles.length);
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mTileSets.add(td);
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}
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nextTiles = td.tiles;
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// unlock previously active tiles
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for (int i = 0, n = td.cnt; i < n; i++)
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nextTiles[i].unlock();
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// copy newTiles to nextTiles
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System.arraycopy(newTiles, 0, nextTiles, 0, cnt);
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td.serial = mUpdateSerial;
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td.cnt = cnt;
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}
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return td;
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}
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/**
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* @param tiles ...
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*/
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public void releaseTiles(TileSet tiles) {
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}
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/**
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* set mNewTiles for the visible tiles and pass it to GLRenderer, add jobs
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* for not yet loaded tiles
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*
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* @param mapPosition
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* the current MapPosition
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* @param zdir
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* zoom direction
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* @return true if new tiles were loaded
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*/
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private boolean updateVisibleList(MapPosition mapPosition, int zdir) {
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// clear JobQueue and set tiles to state == NONE.
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// one could also append new tiles and sort in JobQueue
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// but this has the nice side-effect that MapWorkers dont
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// start with old jobs while new jobs are calculated, which
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// should increase the chance that they are free when new
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// jobs come in.
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mMapView.addJobs(null);
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mNewTiles.cnt = 0;
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mScanBox.scan(mTileCoords, mapPosition.zoomLevel);
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MapTile[] newTiles = mNewTiles.tiles;
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MapTile[] curTiles = mCurrentTiles.tiles;
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boolean changed = (mNewTiles.cnt != mCurrentTiles.cnt);
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Arrays.sort(mNewTiles.tiles, 0, mNewTiles.cnt, TileSet.coordComparator);
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if (!changed) {
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for (int i = 0, n = mNewTiles.cnt; i < n; i++) {
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if (newTiles[i] != curTiles[i]) {
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changed = true;
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break;
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}
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}
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}
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if (changed) {
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synchronized (mTilelock) {
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for (int i = 0, n = mNewTiles.cnt; i < n; i++)
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newTiles[i].lock();
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for (int i = 0, n = mCurrentTiles.cnt; i < n; i++)
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curTiles[i].unlock();
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TileSet tmp = mCurrentTiles;
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mCurrentTiles = mNewTiles;
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mNewTiles = tmp;
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mUpdateSerial++;
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}
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}
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//Log.d(TAG, "tiles: " + mCurrentTiles.cnt + " added: " + mJobs.size());
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if (mJobs.size() > 0) {
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JobTile[] jobs = new JobTile[mJobs.size()];
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jobs = mJobs.toArray(jobs);
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updateTileDistances(jobs, jobs.length, mapPosition);
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// sets tiles to state == LOADING
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mMapView.addJobs(jobs);
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mJobs.clear();
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return true;
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}
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return false;
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}
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/**
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* @param x
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* ...
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* @param y
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* ...
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* @param zoomLevel
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* ...
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* @param zdir
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* ...
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* @return ...
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*/
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/* package */MapTile addTile(int x, int y, byte zoomLevel, int zdir) {
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MapTile tile;
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tile = QuadTree.getTile(x, y, zoomLevel);
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if (tile == null) {
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tile = new MapTile(x, y, zoomLevel);
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QuadTree.add(tile);
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mJobs.add(tile);
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addToCache(tile);
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} else if (!tile.isActive()) {
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mJobs.add(tile);
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}
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if (zoomLevel > 0) {
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// prefetch parent
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MapTile p = tile.rel.parent.tile;
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if (p == null) {
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p = new MapTile(x >> 1, y >> 1, (byte) (zoomLevel - 1));
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QuadTree.add(p);
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p.state = STATE_LOADING;
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mJobs.add(p);
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addToCache(p);
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} else if (!p.isActive()) {
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p.state = STATE_LOADING;
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mJobs.add(p);
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}
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}
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return tile;
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}
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private void addToCache(MapTile tile) {
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if (mTilesSize == mTiles.length) {
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if (mTilesSize > mTilesCount) {
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//Log.d(TAG, "repack: " + mTiles.length + " / " + mTilesCount);
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TileDistanceSort.sort(mTiles, 0, mTilesSize);
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mTilesSize = mTilesCount;
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}
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if (mTilesSize == mTiles.length) {
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Log.d(TAG, "realloc tiles " + mTilesSize);
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MapTile[] tmp = new MapTile[mTiles.length + 20];
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System.arraycopy(mTiles, 0, tmp, 0, mTilesCount);
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mTiles = tmp;
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}
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}
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mTiles[mTilesSize++] = tile;
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mTilesCount++;
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}
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private void clearTile(MapTile t) {
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if (t == null)
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return;
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if (t.layers != null) {
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t.layers.clear();
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t.layers = null;
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}
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TextItem.release(t.labels);
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if (t.vbo != null) {
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BufferObject.release(t.vbo);
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t.vbo = null;
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}
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QuadTree.remove(t);
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t.state = STATE_NONE;
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mTilesCount--;
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}
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private static void updateTileDistances(Object[] tiles, int size, MapPosition mapPosition) {
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// TODO there is probably a better quad-tree distance function
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double x = mapPosition.x;
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double y = mapPosition.y;
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byte zoom = mapPosition.zoomLevel;
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int h = Tile.TILE_SIZE >> 1;
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long center = h << zoom;
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for (int i = 0; i < size; i++) {
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JobTile t = (JobTile) tiles[i];
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if (t == null)
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continue;
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int diff = (t.zoomLevel - zoom);
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double dx, dy, dz, scale;
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dz = 0;
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if (diff == 0) {
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dx = (t.pixelX + h) - x;
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dy = (t.pixelY + h) - y;
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scale = 0.5f;
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} else if (diff > 0) {
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// tile zoom level is greater than current
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// NB: distance increase by the factor 2
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// with each zoom-level, so that children
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// will be kept less likely than parent tiles.
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dx = (t.pixelX + h) - x * (1 << diff);
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dy = (t.pixelY + h) - y * (1 << diff);
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// add tilesize/2 with each zoom-level
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// so that children near the current
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// map position but a few levels above
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// will also be removed
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dz = diff * h;
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scale = 0.25f * (1 << diff);
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} else {
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diff = -diff;
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// tile zoom level is smaller than current
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dx = (t.pixelX + h) - x / (1 << diff);
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dy = (t.pixelY + h) - y / (1 << diff);
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dz = diff * h;
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scale = 0.5f * (1 << diff);
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}
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if (dx < 0)
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dx = -dx;
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if (dy < 0)
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dy = -dy;
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dx %= center;
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dy %= center;
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t.distance = (float) ((dx + dy + dz) * scale);
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}
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}
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private void limitCache(MapPosition mapPosition, int remove) {
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MapTile[] tiles = mTiles;
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int size = mTilesSize;
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// count tiles that have new data
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mTilesForUpload = 0;
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int newTileCnt = 0;
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// remove tiles that were never loaded
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for (int i = 0; i < size; i++) {
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MapTile t = tiles[i];
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if (t == null)
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continue;
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if (t.state == STATE_NEW_DATA)
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newTileCnt++;
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// make sure tile cannot be used by GL or MapWorker Thread
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if ((t.state != 0) || t.isLocked()) {
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continue;
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}
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clearTile(t);
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tiles[i] = null;
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remove--;
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}
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if (remove > 10 || newTileCnt > MAX_TILES_IN_QUEUE) {
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updateTileDistances(tiles, size, mapPosition);
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TileDistanceSort.sort(tiles, 0, size);
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// sorting also repacks the 'sparse' filled array
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// so end of mTiles is at mTilesCount now
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size = mTilesSize = mTilesCount;
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//boolean locked = false;
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//int r = remove;
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for (int i = size - 1; i >= 0 && remove > 0; i--) {
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MapTile t = tiles[i];
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if (t.isLocked()) {
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// dont remove tile used by GLRenderer, or somewhere else
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Log.d(TAG, "limitCache: tile still locked " + t + " " + t.distance);
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// try again in next run.
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//locked = true;
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//break;
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} else if (t.state == STATE_LOADING) {
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// NOTE: when set loading to false the tile could be
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// added to load queue again while still processed in
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// TileGenerator => need tile.cancel flag.
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// t.isLoading = false;
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Log.d(TAG, "limitCache: cancel loading " + t + " " + t.distance);
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} else {
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if (t.state == STATE_NEW_DATA)
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newTileCnt--;
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remove--;
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clearTile(t);
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tiles[i] = null;
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}
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}
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// if (locked) {
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// Log.d(TAG, "------------ "
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// + remove + " / " + r + " "
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// + mMapPosition.zoomLevel
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// + " ----------");
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// for (int i = 0; i < size; i++) {
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// MapTile t = tiles[i];
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// if (t == null)
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// continue;
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// Log.d(TAG, "limitCache: " + t + " " + t.distance);
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//
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// }
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// }
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remove = (newTileCnt - MAX_TILES_IN_QUEUE) + 10;
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//int r = remove;
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for (int i = size - 1; i >= 0 && remove > 0; i--) {
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MapTile t = tiles[i];
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if (t != null && t.state == STATE_NEW_DATA) {
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if (!t.isLocked()) {
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clearTile(t);
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tiles[i] = null;
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remove--;
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newTileCnt--;
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}
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}
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}
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mTilesForUpload += newTileCnt;
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//Log.d(TAG, "cleanup load queue " + tilesForUpload + "/" + r + " - " + remove);
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}
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}
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/**
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* called from MapWorker Thread when tile is loaded by TileGenerator
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*
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* @param jobTile
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* Tile ready for upload to GL
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* @return ... caller does not care
|
|
*/
|
|
public synchronized boolean passTile(JobTile jobTile) {
|
|
MapTile tile = (MapTile) jobTile;
|
|
|
|
if (tile.state != STATE_LOADING) {
|
|
// - should rather be STATE_FAILED
|
|
// no one should be able to use this tile now, TileGenerator passed
|
|
// it, GL-Thread does nothing until newdata is set.
|
|
//Log.d(TAG, "passTile: failed loading " + tile);
|
|
return true;
|
|
}
|
|
|
|
if (tile.vbo != null) {
|
|
// BAD Things(tm) happend: tile is already loaded
|
|
Log.d(TAG, "BUG: tile loaded before " + tile);
|
|
return true;
|
|
}
|
|
|
|
tile.state = STATE_NEW_DATA;
|
|
mTilesForUpload++;
|
|
|
|
// locked means the tile is visible or referenced by
|
|
// a tile that might be visible.
|
|
if (tile.isLocked())
|
|
mMapView.render();
|
|
|
|
return true;
|
|
}
|
|
|
|
public void onSizeChanged(int w, int h) {
|
|
Log.d(TAG, "onSizeChanged" + w + " " + h);
|
|
|
|
mWidth = w;
|
|
mHeight = h;
|
|
}
|
|
|
|
private final ScanBox mScanBox = new ScanBox() {
|
|
@Override
|
|
public void setVisible(int y, int x1, int x2) {
|
|
MapTile[] tiles = mNewTiles.tiles;
|
|
int cnt = mNewTiles.cnt;
|
|
int max = tiles.length;
|
|
int xmax = 1 << mZoom;
|
|
|
|
for (int x = x1; x < x2; x++) {
|
|
MapTile tile = null;
|
|
|
|
if (cnt == max) {
|
|
Log.d(TAG, "reached maximum tiles " + max);
|
|
break;
|
|
}
|
|
|
|
// NOTE to myself: do not modify x!
|
|
int xx = x;
|
|
|
|
if (x < 0 || x >= xmax) {
|
|
// flip-around date line
|
|
if (x < 0)
|
|
xx = xmax + x;
|
|
else
|
|
xx = x - xmax;
|
|
|
|
if (xx < 0 || xx >= xmax)
|
|
continue;
|
|
}
|
|
|
|
// check if tile is already added
|
|
for (int i = 0; i < cnt; i++)
|
|
if (tiles[i].tileX == xx && tiles[i].tileY == y) {
|
|
tile = tiles[i];
|
|
break;
|
|
}
|
|
|
|
if (tile == null) {
|
|
tile = addTile(xx, y, mZoom, 0);
|
|
tiles[cnt++] = tile;
|
|
}
|
|
}
|
|
mNewTiles.cnt = cnt;
|
|
}
|
|
};
|
|
}
|