gdx poi3d layer
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package org.oscim.test.gdx.poi3d;
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import org.oscim.backend.GL20;
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import org.oscim.core.Tile;
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import org.oscim.map.Map;
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import org.oscim.map.Viewport;
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import org.oscim.renderer.GLState;
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import org.oscim.renderer.GLViewport;
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import org.oscim.renderer.LayerRenderer;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import com.badlogic.gdx.graphics.g3d.Environment;
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import com.badlogic.gdx.graphics.g3d.Model;
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import com.badlogic.gdx.graphics.g3d.ModelBatch;
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import com.badlogic.gdx.graphics.g3d.Renderable;
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import com.badlogic.gdx.graphics.g3d.Shader;
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import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
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import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
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import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider;
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import com.badlogic.gdx.graphics.g3d.utils.DefaultTextureBinder;
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import com.badlogic.gdx.graphics.g3d.utils.RenderContext;
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import com.badlogic.gdx.math.Vector3;
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import com.badlogic.gdx.utils.Array;
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public class GdxModelRenderer extends LayerRenderer {
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static final Logger log = LoggerFactory.getLogger(GdxModelRenderer.class);
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ModelBatch modelBatch;
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public MapCamera cam;
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Map mMap;
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boolean loading;
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public Environment lights;
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public Array<SharedModel> instances = new Array<SharedModel>();
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public Shader shader;
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public RenderContext renderContext;
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public Model model;
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private ModelBatch mBatch = new ModelBatch();
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public GdxModelRenderer(Map map) {
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mMap = map;
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}
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@Override
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protected boolean setup() {
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modelBatch = new ModelBatch(new DefaultShaderProvider());
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lights = new Environment();
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lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1.0f, 1.0f, 1.f));
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lights.add(new DirectionalLight().set(0.3f, 0.3f, 0.3f, 0, 1, -0.2f));
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cam = new MapCamera(mMap);
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renderContext =
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new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1));
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// shader = new DefaultShader(renderable.material,
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// renderable.mesh.getVertexAttributes(), true, false, 1, 0, 0, 0);
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// shader.init();
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return true;
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}
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@Override
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protected synchronized void update(GLViewport v) {
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// if (loading && assets.update())
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// doneLoading();
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if (!isReady()) {
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cam.setPosition(v.pos);
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setReady(true);
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}
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// if (changed) {
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// cam.update(position, matrices);
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// }
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}
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Vector3 tempVector = new Vector3();
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float[] mBox = new float[8];
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Renderable r = new Renderable();
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@Override
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protected void render(GLViewport v) {
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if (instances.size == 0)
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return;
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// GLUtils.checkGlError(">" + TAG);
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GL.glDepthMask(true);
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if (v.pos.zoomLevel < 16)
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GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
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GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
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// set state that is expected after modelBatch.end();
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// modelBatch keeps track of its own state
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GLState.enableVertexArrays(-1, -1);
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GLState.bindTex2D(-1);
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GLState.useProgram(-1);
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GLState.test(false, false);
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GLState.blend(false);
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cam.update(v);
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Viewport p = mMap.viewport();
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p.getMapExtents(mBox, 10);
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float scale = (float) (cam.mMapPosition.scale / v.pos.scale);
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float dx = (float) (cam.mMapPosition.x - v.pos.x)
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* (Tile.SIZE << cam.mMapPosition.zoomLevel);
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float dy = (float) (cam.mMapPosition.y - v.pos.y)
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* (Tile.SIZE << cam.mMapPosition.zoomLevel);
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for (int i = 0; i < 8; i += 2) {
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mBox[i] *= scale;
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mBox[i] -= dx;
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mBox[i + 1] *= scale;
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mBox[i + 1] -= dy;
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}
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//int w = mMap.getWidth() / 2;
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//int h = mMap.getHeight() / 2;
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//float sqRadius = (w * w + h * h) / scale;
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synchronized (this) {
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if (instances.size == 0)
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return;
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//renderContext.begin();
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// if (shader == null) {
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// r = instances.get(0).getRenderable(r);
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// DefaultShader.Config c = new DefaultShader.Config();
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// c.numBones = 0;
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// c.numDirectionalLights = 1;
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// r.environment = lights;
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//
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// shader = new DefaultShader(r, c);
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// shader.init();
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// }
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mBatch.begin(cam);
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//shader.begin(cam, renderContext);
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for (SharedModel instance : instances) {
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instance.transform.getTranslation(tempVector);
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//instance.getRenderables(renderables, pool);
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// if (tempVector.x * tempVector.x + tempVector.y * tempVector.y > sqRadius)
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// continue;
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// tempVector.scl(0.8f, 0.8f, 1);
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// if (!GeometryUtils.pointInPoly(tempVector.x, tempVector.y, mBox, 8, 0))
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// continue;
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mBatch.render(instance);
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//shader.render(r);
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}
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mBatch.end();
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//shader.end();
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//renderContext.end();
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}
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GL.glDepthMask(false);
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GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
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}
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// @Override
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// public void dispose () {
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// modelBatch.dispose();
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// assets.dispose();
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// assets = null;
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// axesModel.dispose();
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// axesModel = null;
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// }
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}
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