Data serializers and WebGL renderers for vector tile layers
tile-gl exposes two methods:
- initSerializer: Initialize a geometry serializer, to parse GeoJSON features into buffers that can be read by tile-gl renderers
- initGL: Wrap a WebGL context with methods to load the buffers to the GPU, and to construct renderers for MapLibre style layers
See a simple example of tile-gl rendering vector tile data following a style from OpenMapTiles
Initializes a geometry serializer, to parse GeoJSON features into buffers that can be read by tile-gl renderers
import * as tileGL from "tile-gl";
const serializer = tileGL.initSerializer(parameters);
where the supplied parameters object has the following properties:
glyphs
: The glyphs property from the style document. Used for processing text labels in symbol layersspriteData
: The data referenced in the sprite property from the style document, loaded into an object with properties{ image, meta }
, as returned by tile-stencillayers
(REQUIRED): An array containing the layers from the style document that use data from a given source
Initialization returns a function with the following signature:
const tilePromise = serializer(source, tileCoords);
The arguments are:
source
: A dictionary of GeoJSON FeatureCollections, with each collection containing the features for each layer of the style, as returned by tile-mixertileCoords
: An object with properties{ z, x, y }
corresponding to the indices of the tile data
The return value is a Promise that resolves to the serialized tile data. See below for a description of the data structure
The returned data structure is as follows:
{
atlas,
layers: {
layerId_1: { type, extent, buffers, features },
layerId_2: { type, extent, buffers, features },
...
layerId_N: { type, extent, buffers, features }
}
}
The .atlas
property points to an atlas of the signed distance functions
(SDFs) for the glyphs needed to render text label features in the tile.
For more information about glyphs and SDFs, see the tile-labeler module.
The .layers
property points to a dictionary of layers of processed tile data,
keyed on the ID of the relevant style layer. Each layer has the following
properties:
type
: The type of the style layer that defines how these features will be renderedextent
: The extent of the geometry of the features in the layer (See the [vector tile specification][vector tile])buffers
: Geometry and style information for the features of the layer, serialized into buffersfeatures
(Optional): The original GeoJSON features. Only present for style layers wherelayer.interactive === true
. This array is suitable for interactive querying of individual layer features
Wraps a WebGL contexts with methods to load buffers to the GPU, and to construct renderers for MapLibre style layers
import * as tileGL from "tile-gl";
const context = tileGL.initGL(parameters);
where the supplied parameters object has the following properties:
.context
(REQUIRED): A WebGL context wrapper, as created by the yawgl methodinitContext
.framebuffer
: A framebuffer object, as created bycontext.initFramebuffer
, on which draw calls will be executed. If null, draw calls will render directly tocontext.gl.canvas
.preamble
: A String containing a custom preamble for the vertex shader. Must declare the screenScale uniform, and define the functions tileToMap, mapToClip, and styleScale. Allows for modified behavior of the transform functions, e.g. to scale and translate the tiles or adjust style dimensions such as linewidths. Defaults to src/preamble.glsl.extraAttributes
: For use in the loader. For any extra attributes defined in.preamble
, supply a dictionary keyed on the attribute name, with values being option objects for the yawgl method initAttribute.
The returned context object exposes the following methods:
.prep()
: Callscontext.bindFramebufferAndSetViewport
andcontext.clear
, as prep for a draw call.loadBuffers(buffers)
: Loads the supplied buffers.loadAtlas(atlas)
: Loads a supplied atlas image object, as generated by tile-labeler. Returns a link to a WebGLTexture object.loadSprite(image)
: Loads a supplied sprite image, AND sets the sprite uniform in the programs that use it (currently only symbol layers). Note: the sprite property from a style document is a URL template. The input image to.loadSprite(image)
should be the actual HTMLImageElement, e.g., as loaded from the URL intospriteData.image
by tile-stencil.initPainter(style)
: Initializes a painter object for the given style layer. Note: the style layer must have been parsed by tile-stencil.
The painter objects returned by the .initPainter
method expose two methods,
which can be used to paint a tile as follows:
const painter = context.initPainter(style);
painter.setStyles(zoom, pixRatio, cameraScale);
painter.paint(tile);
The setStyles method activates the relevant shader program, and sets uniforms related to the style for this layer. The parameters of this method are:
zoom
: The zoom level to be used for setting zoom-dependent stylespixRatio
: The ratio between Canvas pixel dimensions and map style dimensions. This should usually be set to window.devicePixelRatio. Default: 1.0cameraScale
: The projection scale at the camera position. Used for scaling style dimensions by relative projection scales. Default: 1.0
The .paint
method draws the data on the framebuffer. The argument is the tile
to be rendered. The tile object must have a .data
property pointing to an
object with the same structure as returned by tile-mixer, with the .atlas
processed by the tile-gl context's .loadAtlas
method, and the layer .buffers
properties processed by .loadBuffers
Other properties of the painter object can be used for custom rendering flows:
.id
: The ID of the style layer used to construct the painter.type
: The type of the style layer used to construct the painter.uniformSetters
: The uniform setters of the shader program associated with the painter object. These are as constructed by yawgl.getData
: A method to retrieve the appropriate layer from a serialized tile. Also uploads the SDF atlas texture for the tile, for layers of type "symbol".
The .getData
method can be used along with the .draw
method of the yawgl
context, as follows:
// Set custom uniforms
painter.uniformSetters["customUniformName"](customUniformValue);
// ... etc ...
const data = painter.getData(tile);
if (data) context.draw(data.buffers);