File size: 17,081 Bytes
bc20498
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
import * as util from '../../../util';
import * as math from '../../../math';
import Heap from '../../../heap';
import * as is from '../../../is';
import defs from './texture-cache-defs';

var defNumLayers = 1; // default number of layers to use
var minLvl = -4; // when scaling smaller than that we don't need to re-render
var maxLvl = 2; // when larger than this scale just render directly (caching is not helpful)
var maxZoom = 3.99; // beyond this zoom level, layered textures are not used
var deqRedrawThreshold = 50; // time to batch redraws together from dequeueing to allow more dequeueing calcs to happen in the meanwhile
var refineEleDebounceTime = 50; // time to debounce sharper ele texture updates
var disableEleImgSmoothing = true; // when drawing eles on layers from an ele cache ; crisper and more performant when true
var deqCost = 0.15; // % of add'l rendering cost allowed for dequeuing ele caches each frame
var deqAvgCost = 0.1; // % of add'l rendering cost compared to average overall redraw time
var deqNoDrawCost = 0.9; // % of avg frame time that can be used for dequeueing when not drawing
var deqFastCost = 0.9; // % of frame time to be used when >60fps
var maxDeqSize = 1; // number of eles to dequeue and render at higher texture in each batch
var invalidThreshold = 250; // time threshold for disabling b/c of invalidations
var maxLayerArea = 4000 * 4000; // layers can't be bigger than this
var alwaysQueue = true; // never draw all the layers in a level on a frame; draw directly until all dequeued
var useHighQualityEleTxrReqs = true; // whether to use high quality ele txr requests (generally faster and cheaper in the longterm)

var useEleTxrCaching = true; // whether to use individual ele texture caching underneath this cache

// var log = function(){ console.log.apply( console, arguments ); };

var LayeredTextureCache = function( renderer ){
  var self = this;
  var r = self.renderer = renderer;
  var cy = r.cy;

  self.layersByLevel = {}; // e.g. 2 => [ layer1, layer2, ..., layerN ]

  self.firstGet = true;

  self.lastInvalidationTime = util.performanceNow() - 2*invalidThreshold;

  self.skipping = false;

  self.eleTxrDeqs = cy.collection();

  self.scheduleElementRefinement = util.debounce( function(){
    self.refineElementTextures( self.eleTxrDeqs );

    self.eleTxrDeqs.unmerge( self.eleTxrDeqs );
  }, refineEleDebounceTime );

  r.beforeRender(function( willDraw, now ){
    if( now - self.lastInvalidationTime <= invalidThreshold ){
      self.skipping = true;
    } else {
      self.skipping = false;
    }
  }, r.beforeRenderPriorities.lyrTxrSkip);

  var qSort = function(a, b){
    return b.reqs - a.reqs;
  };

  self.layersQueue = new Heap( qSort );

  self.setupDequeueing();
};

var LTCp = LayeredTextureCache.prototype;

var layerIdPool = 0;
var MAX_INT = Math.pow(2, 53) - 1;

LTCp.makeLayer = function( bb, lvl ){
  var scale = Math.pow( 2, lvl );

  var w = Math.ceil( bb.w * scale );
  var h = Math.ceil( bb.h * scale );

  var canvas = this.renderer.makeOffscreenCanvas(w, h);

  var layer = {
    id: (layerIdPool = ++layerIdPool % MAX_INT ),
    bb: bb,
    level: lvl,
    width: w,
    height: h,
    canvas: canvas,
    context: canvas.getContext('2d'),
    eles: [],
    elesQueue: [],
    reqs: 0
  };

  // log('make layer %s with w %s and h %s and lvl %s', layer.id, layer.width, layer.height, layer.level);

  var cxt = layer.context;
  var dx = -layer.bb.x1;
  var dy = -layer.bb.y1;

  // do the transform on creation to save cycles (it's the same for all eles)
  cxt.scale( scale, scale );
  cxt.translate( dx, dy );

  return layer;
};

LTCp.getLayers = function( eles, pxRatio, lvl ){
  var self = this;
  var r = self.renderer;
  var cy = r.cy;
  var zoom = cy.zoom();
  var firstGet = self.firstGet;

  self.firstGet = false;

  // log('--\nget layers with %s eles', eles.length);
  //log eles.map(function(ele){ return ele.id() }) );

  if( lvl == null ){
    lvl = Math.ceil( math.log2( zoom * pxRatio ) );

    if( lvl < minLvl ){
      lvl = minLvl;
    } else if( zoom >= maxZoom || lvl > maxLvl ){
      return null;
    }
  }

  self.validateLayersElesOrdering( lvl, eles );

  var layersByLvl = self.layersByLevel;
  var scale = Math.pow( 2, lvl );
  var layers = layersByLvl[ lvl ] = layersByLvl[ lvl ] || [];
  var bb;

  var lvlComplete = self.levelIsComplete( lvl, eles );
  var tmpLayers;

  var checkTempLevels = function(){
    var canUseAsTmpLvl = function( l ){
      self.validateLayersElesOrdering( l, eles );

      if( self.levelIsComplete( l, eles ) ){
        tmpLayers = layersByLvl[l];
        return true;
      }
    };

    var checkLvls = function( dir ){
      if( tmpLayers ){ return; }

      for( var l = lvl + dir; minLvl <= l && l <= maxLvl; l += dir ){
        if( canUseAsTmpLvl(l) ){ break; }
      }
    };

    checkLvls( +1 );
    checkLvls( -1 );

    // remove the invalid layers; they will be replaced as needed later in this function
    for( var i = layers.length - 1; i >= 0; i-- ){
      var layer = layers[i];

      if( layer.invalid ){
        util.removeFromArray( layers, layer );
      }
    }
  };

  if( !lvlComplete ){
    // if the current level is incomplete, then use the closest, best quality layerset temporarily
    // and later queue the current layerset so we can get the proper quality level soon

    checkTempLevels();

  } else {
    // log('level complete, using existing layers\n--');
    return layers;
  }

  var getBb = function(){
    if( !bb ){
      bb = math.makeBoundingBox();

      for( var i = 0; i < eles.length; i++ ){
        math.updateBoundingBox( bb, eles[i].boundingBox() );
      }
    }

    return bb;
  };

  var makeLayer = function( opts ){
    opts = opts || {};

    var after = opts.after;

    getBb();

    var area = ( bb.w * scale ) * ( bb.h * scale );

    if( area > maxLayerArea ){
      return null;
    }

    var layer = self.makeLayer( bb, lvl );

    if( after != null ){
      var index = layers.indexOf( after ) + 1;

      layers.splice( index, 0, layer );
    } else if( opts.insert === undefined || opts.insert ){
      // no after specified => first layer made so put at start
      layers.unshift( layer );
    }

    // if( tmpLayers ){
      //self.queueLayer( layer );
    // }

    return layer;
  };

  if( self.skipping && !firstGet ){
    // log('skip layers');
    return null;
  }

  // log('do layers');

  var layer = null;
  var maxElesPerLayer = eles.length / defNumLayers;
  var allowLazyQueueing = alwaysQueue && !firstGet;

  for( var i = 0; i < eles.length; i++ ){
    var ele = eles[i];
    var rs = ele._private.rscratch;
    var caches = rs.imgLayerCaches = rs.imgLayerCaches || {};

    // log('look at ele', ele.id());

    var existingLayer = caches[ lvl ];

    if( existingLayer ){
      // reuse layer for later eles
      // log('reuse layer for', ele.id());
      layer = existingLayer;
      continue;
    }

    if(
      !layer
      || layer.eles.length >= maxElesPerLayer
      || !math.boundingBoxInBoundingBox( layer.bb, ele.boundingBox() )
    ){
      // log('make new layer for ele %s', ele.id());

      layer = makeLayer({ insert: true, after: layer });

      // if now layer can be built then we can't use layers at this level
      if( !layer ){ return null; }

      // log('new layer with id %s', layer.id);
    }

    if( tmpLayers || allowLazyQueueing ){
      // log('queue ele %s in layer %s', ele.id(), layer.id);
      self.queueLayer( layer, ele );
    } else {
      // log('draw ele %s in layer %s', ele.id(), layer.id);
      self.drawEleInLayer( layer, ele, lvl, pxRatio );
    }

    layer.eles.push( ele );

    caches[ lvl ] = layer;
  }

  // log('--');

  if( tmpLayers ){ // then we only queued the current layerset and can't draw it yet
    return tmpLayers;
  }

  if( allowLazyQueueing ){
    // log('lazy queue level', lvl);
    return null;
  }

  return layers;
};

// a layer may want to use an ele cache of a higher level to avoid blurriness
// so the layer level might not equal the ele level
LTCp.getEleLevelForLayerLevel = function( lvl, pxRatio ){
  return lvl;
};

LTCp.drawEleInLayer = function( layer, ele, lvl, pxRatio ){
  var self = this;
  var r = this.renderer;
  var context = layer.context;
  var bb = ele.boundingBox();

  if( bb.w === 0 || bb.h === 0 || !ele.visible() ){ return; }

  lvl = self.getEleLevelForLayerLevel( lvl, pxRatio );

  if( disableEleImgSmoothing ){ r.setImgSmoothing( context, false ); }

  if( useEleTxrCaching ){
    r.drawCachedElement( context, ele, null, null, lvl, useHighQualityEleTxrReqs );
  } else { // if the element is not cacheable, then draw directly
    r.drawElement( context, ele );
  }

  if( disableEleImgSmoothing ){ r.setImgSmoothing( context, true ); }
};

LTCp.levelIsComplete = function( lvl, eles ){
  var self = this;
  var layers = self.layersByLevel[ lvl ];

  if( !layers || layers.length === 0 ){ return false; }

  var numElesInLayers = 0;

  for( var i = 0; i < layers.length; i++ ){
    var layer = layers[i];

    // if there are any eles needed to be drawn yet, the level is not complete
    if( layer.reqs > 0 ){ return false; }

    // if the layer is invalid, the level is not complete
    if( layer.invalid ){ return false; }

    numElesInLayers += layer.eles.length;
  }

  // we should have exactly the number of eles passed in to be complete
  if( numElesInLayers !== eles.length ){ return false; }

  return true;
};

LTCp.validateLayersElesOrdering = function( lvl, eles ){
  var layers = this.layersByLevel[ lvl ];

  if( !layers ){ return; }

  // if in a layer the eles are not in the same order, then the layer is invalid
  // (i.e. there is an ele in between the eles in the layer)

  for( var i = 0; i < layers.length; i++ ){
    var layer = layers[i];
    var offset = -1;

    // find the offset
    for( var j = 0; j < eles.length; j++ ){
      if( layer.eles[0] === eles[j] ){
        offset = j;
        break;
      }
    }

    if( offset < 0 ){
      // then the layer has nonexistent elements and is invalid
      this.invalidateLayer( layer );
      continue;
    }

    // the eles in the layer must be in the same continuous order, else the layer is invalid

    var o = offset;

    for( var j = 0; j < layer.eles.length; j++ ){
      if( layer.eles[j] !== eles[o+j] ){
        // log('invalidate based on ordering', layer.id);

        this.invalidateLayer( layer );
        break;
      }
    }
  }
};

LTCp.updateElementsInLayers = function( eles, update ){
  var self = this;
  var isEles = is.element( eles[0] );

  // collect udpated elements (cascaded from the layers) and update each
  // layer itself along the way
  for( var i = 0; i < eles.length; i++ ){
    var req = isEles ? null : eles[i];
    var ele = isEles ? eles[i] : eles[i].ele;
    var rs = ele._private.rscratch;
    var caches = rs.imgLayerCaches = rs.imgLayerCaches || {};

    for( var l = minLvl; l <= maxLvl; l++ ){
      var layer = caches[l];

      if( !layer ){ continue; }

      // if update is a request from the ele cache, then it affects only
      // the matching level
      if( req && self.getEleLevelForLayerLevel( layer.level ) !== req.level ){
        continue;
      }

      update( layer, ele, req );
    }
  }
};

LTCp.haveLayers = function(){
  var self = this;
  var haveLayers = false;

  for( var l = minLvl; l <= maxLvl; l++ ){
    var layers = self.layersByLevel[l];

    if( layers && layers.length > 0 ){
      haveLayers = true;
      break;
    }
  }

  return haveLayers;
};

LTCp.invalidateElements = function( eles ){
  var self = this;

  if( eles.length === 0 ){ return; }

  self.lastInvalidationTime = util.performanceNow();

  // log('update invalidate layer time from eles');

  if( eles.length === 0 || !self.haveLayers() ){ return; }

  self.updateElementsInLayers( eles, function invalAssocLayers( layer, ele, req ){
    self.invalidateLayer( layer );
  } );
};

LTCp.invalidateLayer = function( layer ){
  // log('update invalidate layer time');

  this.lastInvalidationTime = util.performanceNow();

  if( layer.invalid ){ return; } // save cycles

  var lvl = layer.level;
  var eles = layer.eles;
  var layers = this.layersByLevel[ lvl ];

   // log('invalidate layer', layer.id );

  util.removeFromArray( layers, layer );
  // layer.eles = [];

  layer.elesQueue = [];

  layer.invalid = true;

  if( layer.replacement ){
    layer.replacement.invalid = true;
  }

  for( var i = 0; i < eles.length; i++ ){
    var caches = eles[i]._private.rscratch.imgLayerCaches;

    if( caches ){
      caches[ lvl ] = null;
    }
  }
};

LTCp.refineElementTextures = function( eles ){
  var self = this;

  // log('refine', eles.length);

  self.updateElementsInLayers( eles, function refineEachEle( layer, ele, req ){
    var rLyr = layer.replacement;

    if( !rLyr ){
      rLyr = layer.replacement = self.makeLayer( layer.bb, layer.level );
      rLyr.replaces = layer;
      rLyr.eles = layer.eles;

       // log('make replacement layer %s for %s with level %s', rLyr.id, layer.id, rLyr.level);
    }

    if( !rLyr.reqs ){
      for( var i = 0; i < rLyr.eles.length; i++ ){
        self.queueLayer( rLyr, rLyr.eles[i] );
      }

       // log('queue replacement layer refinement', rLyr.id);
    }
  } );
};

LTCp.enqueueElementRefinement = function( ele ){
  if( !useEleTxrCaching ){ return; }

  this.eleTxrDeqs.merge( ele );
  this.scheduleElementRefinement();
};

LTCp.queueLayer = function( layer, ele ){
  var self = this;
  var q = self.layersQueue;
  var elesQ = layer.elesQueue;
  var hasId = elesQ.hasId = elesQ.hasId || {};

  // if a layer is going to be replaced, queuing is a waste of time
  if( layer.replacement ){ return; }

  if( ele ){
    if( hasId[ ele.id() ] ){
      return;
    }

    elesQ.push( ele );
    hasId[ ele.id() ] = true;
  }

  if( layer.reqs ){
    layer.reqs++;

    q.updateItem( layer );
  } else {
    layer.reqs = 1;

    q.push( layer );
  }
};

LTCp.dequeue = function( pxRatio ){
  var self = this;
  var q = self.layersQueue;
  var deqd = [];
  var eleDeqs = 0;

  while( eleDeqs < maxDeqSize ){
    if( q.size() === 0 ){ break; }

    var layer = q.peek();

    // if a layer has been or will be replaced, then don't waste time with it
    if( layer.replacement ){
       // log('layer %s in queue skipped b/c it already has a replacement', layer.id);
      q.pop();
      continue;
    }

    // if this is a replacement layer that has been superceded, then forget it
    if( layer.replaces && layer !== layer.replaces.replacement ){
       // log('layer is no longer the most uptodate replacement; dequeued', layer.id)
      q.pop();
      continue;
    }

    if( layer.invalid ){
       // log('replacement layer %s is invalid; dequeued', layer.id);
      q.pop();
      continue;
    }

    var ele = layer.elesQueue.shift();

    if( ele ){
       // log('dequeue layer %s', layer.id);

      self.drawEleInLayer( layer, ele, layer.level, pxRatio );

      eleDeqs++;
    }

    if( deqd.length === 0 ){
      // we need only one entry in deqd to queue redrawing etc
      deqd.push( true );
    }

    // if the layer has all its eles done, then remove from the queue
    if( layer.elesQueue.length === 0 ){
      q.pop();

      layer.reqs = 0;

       // log('dequeue of layer %s complete', layer.id);

      // when a replacement layer is dequeued, it replaces the old layer in the level
      if( layer.replaces ){
        self.applyLayerReplacement( layer );
      }

      self.requestRedraw();
    }
  }

  return deqd;
};

LTCp.applyLayerReplacement = function( layer ){
  var self = this;
  var layersInLevel = self.layersByLevel[ layer.level ];
  var replaced = layer.replaces;
  var index = layersInLevel.indexOf( replaced );

  // if the replaced layer is not in the active list for the level, then replacing
  // refs would be a mistake (i.e. overwriting the true active layer)
  if( index < 0 || replaced.invalid ){
     // log('replacement layer would have no effect', layer.id);
    return;
  }

  layersInLevel[ index ] = layer; // replace level ref

  // replace refs in eles
  for( var i = 0; i < layer.eles.length; i++ ){
    var _p = layer.eles[i]._private;
    var cache = _p.imgLayerCaches = _p.imgLayerCaches || {};

    if( cache ){
      cache[ layer.level ] = layer;
    }
  }

   // log('apply replacement layer %s over %s', layer.id, replaced.id);

  self.requestRedraw();
};

LTCp.requestRedraw = util.debounce( function(){
  var r = this.renderer;

  r.redrawHint( 'eles', true );
  r.redrawHint( 'drag', true );
  r.redraw();
}, 100 );

LTCp.setupDequeueing = defs.setupDequeueing({
  deqRedrawThreshold: deqRedrawThreshold,
  deqCost: deqCost,
  deqAvgCost: deqAvgCost,
  deqNoDrawCost: deqNoDrawCost,
  deqFastCost: deqFastCost,
  deq: function( self, pxRatio ){
    return self.dequeue( pxRatio );
  },
  onDeqd: util.noop,
  shouldRedraw: util.trueify,
  priority: function( self ){
    return self.renderer.beforeRenderPriorities.lyrTxrDeq;
  }
});

export default LayeredTextureCache;