Vector tiles are fetched and parsed on WebWorker threads. "Parsing" a vector tile involves:
- Deserializing source layers, feature properties, and feature geometries from the PBF. This is handled by the
vector-tile-js
library. - Transforming that data into render-ready data that can be used by WebGL shaders to draw the map. We refer to this process as "layout," and it carried out by
WorkerTile
, theBucket
classes, andProgramConfiguration
. - Indexing feature geometries into a
FeatureIndex
, used for spatial queries (e.g.queryRenderedFeatures
).
WorkerTile#parse()
takes a (deserialized) vector tile, fetches additional resources if they're needed (fonts, images), and then creates a Bucket
for each 'family' of style layers that share the same underlying features and 'layout' properties (see group_by_layout.js
).
Bucket is the single point of knowledge about turning vector tiles into WebGL buffers. Each bucket holds the vertex and element array data needed to render its group of style layers (see ArrayGroup). The particular bucket types each know how to populate that data for their layer types.
Once bucket data has been transferred to the main thread, it looks like this:
Tile
|
+- buckets[layer-id]: Bucket
| |
| + ArrayGroup {
| globalProperties: { zoom }
| layoutVertexArray,
| indexArray,
| indexArray2,
| layerData: {
| [style layer id]: {
| programConfiguration,
| paintVertexArray,
| paintPropertyStatistics
| }
| ...
| }
| }
|
+- buckets[...]: Bucket
...
Note that a particular bucket may appear multiple times in tile.buckets
--once for each layer in a given layout 'family'.
- Rendering happens style-layer by style-layer, in
Painter#renderPass()
, which delegates to the layer-specificdrawXxxx()
methods insrc/render/draw_*.js
. - The
drawXxxx()
methods, in turn, render a layer tile by tile, by:- Obtaining a property configured shader program from the
Painter
- Setting uniform values based on the style layer's properties
- Binding layout buffer data (via
BufferGroup
) and callinggl.drawElements()
- Obtaining a property configured shader program from the
Compiling and caching GL shader programs is managed by the Painter
and ProgramConfiguration
classes. In particular, an instance of ProgramConfiguration
handles, for a given (tile, style layer) pair:
- Expanding a
#pragma mapbox
statement in our shader source into either a uniform or attribute, varying, and local variable declaration, depending on whether or not the relevant style property is data-driven. - Creating and populating a paint vertex array for data-driven properties, corresponding to the
attributes
declared in the shader. (This happens at layout time, on the worker side.)