add 'min-size' option to line renderinstruction, when size is less no outline will be drawn
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6a34e478f5
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235e001a82
@ -25,9 +25,6 @@ import static android.opengl.GLES20.glUniformMatrix4fv;
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import static android.opengl.GLES20.glUseProgram;
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import static android.opengl.GLES20.glVertexAttribPointer;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import org.oscim.core.MapPosition;
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import org.oscim.generator.TileGenerator;
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import org.oscim.renderer.layer.Layer;
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@ -84,6 +81,8 @@ public final class LineRenderer {
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//hLineTexturePosition[i] = glGetAttribLocation(lineProgram[i], "a_st");
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}
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// create lookup table as texture for 'length(0..1,0..1)'
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// using mirrored wrap mode for 'length(-1..1,-1..1)'
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byte[] pixel = new byte[128 * 128];
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for (int x = 0; x < 128; x++) {
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@ -94,32 +93,11 @@ public final class LineRenderer {
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if (color > 255)
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color = 255;
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pixel[x + y * 128] = (byte) color;
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//pixel[(127 - x) + (127 - y) * 128] = (byte) color;
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}
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}
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int[] textureIds = new int[1];
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GLES20.glGenTextures(1, textureIds, 0);
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mTexID = textureIds[0];
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
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GLES20.GL_MIRRORED_REPEAT); // Set U Wrapping
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
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GLES20.GL_MIRRORED_REPEAT); // Set V Wrapping
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ByteBuffer buf = ByteBuffer.allocateDirect(128 * 128).order(ByteOrder.nativeOrder());
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buf.put(pixel);
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buf.position(0);
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GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_ALPHA, 128, 128, 0, GLES20.GL_ALPHA,
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GLES20.GL_UNSIGNED_BYTE, buf);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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mTexID = GlUtils.loadTexture(pixel, 128, 128, GLES20.GL_ALPHA,
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GLES20.GL_MIRRORED_REPEAT, GLES20.GL_MIRRORED_REPEAT);
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return true;
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}
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@ -158,9 +136,16 @@ public final class LineRenderer {
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glUniformMatrix4fv(hLineMatrix[mode], 1, false, matrix, 0);
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// line scale factor for non fixed lines: within a zoom-
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// level lines would be scaled by the factor 2 via projection.
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// though lines should only scale by sqrt(2). this is achieved
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// by inverting scaling of extrusion vector with: width/sqrt(s).
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// within one zoom-level: 1 <= s <= 2
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float s = scale / div;
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float lineScale = (float) Math.sqrt(s * 2 / 2.2);
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// scale factor to map one pixel on tile to one pixel on screen:
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// only works with orthographic projection
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float s = scale / div;
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float pixel = 0;
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if (mode == 1)
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@ -170,8 +155,6 @@ public final class LineRenderer {
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int lineMode = 0;
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glUniform1i(uLineMode, lineMode);
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// line scale factor (for non fixed lines)
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float lineScale = (float) Math.sqrt(s);
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float blurScale = pixel;
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boolean blur = false;
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// dont increase scale when max is reached
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@ -199,13 +182,17 @@ public final class LineRenderer {
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}
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if (line.outline) {
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// draw outline for linelayers references by this outline
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// draw linelayers references by this outline
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for (LineLayer o = ll.outlines; o != null; o = o.outlines) {
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if (o.line.fixed || strokeMaxZoom) {
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width = (ll.width + o.width) / s;
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} else {
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width = ll.width / s + o.width / lineScale;
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// check min size for outline
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if (o.line.min > 0 && o.width * lineScale < o.line.min * 2)
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continue;
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}
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glUniform1f(uLineWidth, width);
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@ -228,7 +215,6 @@ public final class LineRenderer {
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lineMode = 0;
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glUniform1i(uLineMode, lineMode);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, o.offset, o.verticesCnt);
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}
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} else {
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@ -239,6 +225,9 @@ public final class LineRenderer {
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width = ll.width / s;
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} else {
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width = ll.width / lineScale;
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if (ll.line.min > 0 && ll.width * lineScale < ll.line.min * 2)
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width = (ll.width - 0.2f) / lineScale;
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}
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glUniform1f(uLineWidth, width);
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@ -56,14 +56,15 @@ public final class Line extends RenderInstruction {
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boolean fixed = false;
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String style = null;
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float blur = 0;
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float min = 0;
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if (line != null) {
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fixed = line.fixed;
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fade = line.fade;
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strokeLinecap = line.cap;
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blur = line.blur;
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min = line.min;
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}
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for (int i = 0; i < attributes.getLength(); ++i) {
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String name = attributes.getLocalName(i);
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String value = attributes.getValue(i);
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@ -82,6 +83,8 @@ public final class Line extends RenderInstruction {
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strokeLinecap = Cap.valueOf(value.toUpperCase(Locale.ENGLISH));
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} else if ("fade".equals(name)) {
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fade = Integer.parseInt(value);
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} else if ("min".equals(name)) {
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min = Float.parseFloat(value);
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} else if ("fixed".equals(name)) {
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fixed = Boolean.parseBoolean(value);
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} else if ("blur".equals(name)) {
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@ -102,14 +105,14 @@ public final class Line extends RenderInstruction {
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strokeWidth = 1;
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return new Line(line, style, src, stroke, strokeWidth, stipple,
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strokeLinecap, level, fixed, fade, blur, isOutline);
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strokeLinecap, level, fixed, fade, blur, isOutline, min);
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}
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if (!isOutline)
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validate(strokeWidth);
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return new Line(style, src, stroke, strokeWidth, stipple, strokeLinecap,
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level, fixed, fade, blur, isOutline);
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level, fixed, fade, blur, isOutline, min);
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}
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public Line(int stroke, float width, Cap cap) {
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@ -122,6 +125,7 @@ public final class Line extends RenderInstruction {
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this.fixed = true;
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this.fade = -1;
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this.stipple = 2;
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this.min = 0;
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color = GlUtils.colorToFloatP(stroke);
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}
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@ -163,6 +167,8 @@ public final class Line extends RenderInstruction {
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public final int stipple;
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public final float min;
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/**
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* @param style
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* ...
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@ -186,10 +192,11 @@ public final class Line extends RenderInstruction {
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* ...
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* @param isOutline
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* ...
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* @param min ...
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*/
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private Line(String style, String src, int stroke, float strokeWidth,
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int stipple, Cap strokeLinecap, int level, boolean fixed,
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int fade, float blur, boolean isOutline) {
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int fade, float blur, boolean isOutline, float min) {
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super();
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this.style = style;
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@ -221,6 +228,7 @@ public final class Line extends RenderInstruction {
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this.blur = blur;
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this.fade = fade;
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this.stipple = stipple;
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this.min = min;
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}
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/**
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@ -248,10 +256,11 @@ public final class Line extends RenderInstruction {
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* ...
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* @param isOutline
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* ...
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* @param min ...
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*/
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private Line(Line line, String style, String src, int stroke, float strokeWidth,
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int stipple, Cap strokeLinecap, int level, boolean fixed,
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int fade, float blur, boolean isOutline) {
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int fade, float blur, boolean isOutline, float min) {
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super();
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this.style = style;
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@ -268,6 +277,7 @@ public final class Line extends RenderInstruction {
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this.cap = strokeLinecap;
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this.blur = blur;
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this.stipple = stipple;
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this.min = min;
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}
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@Override
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@ -14,6 +14,9 @@
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*/
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package org.oscim.utils;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import org.oscim.renderer.GLRenderer;
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import android.graphics.Bitmap;
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@ -38,20 +41,23 @@ public class GlUtils {
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GLES20.glGenTextures(1, textures, 0);
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int textureID = textures[0];
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// Log.i(TAG, "new texture " + textureID + " " + textureCnt++);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_WRAP_S,
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GLES20.GL_CLAMP_TO_EDGE);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_WRAP_T,
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GLES20.GL_CLAMP_TO_EDGE);
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
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@ -59,6 +65,37 @@ public class GlUtils {
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return textureID;
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}
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public static int loadTexture(byte[] pixel, int width, int height, int format,
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int wrap_s, int wrap_t) {
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int[] textureIds = new int[1];
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GLES20.glGenTextures(1, textureIds, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_WRAP_S,
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wrap_s); // Set U Wrapping
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_WRAP_T,
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wrap_t); // Set V Wrapping
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ByteBuffer buf = ByteBuffer.allocateDirect(width * height).order(ByteOrder.nativeOrder());
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buf.put(pixel);
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buf.position(0);
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GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GLES20.GL_UNSIGNED_BYTE, buf);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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return textureIds[0];
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}
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/**
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* @param shaderType
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* shader type
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