add 'min-size' option to line renderinstruction, when size is less no outline will be drawn

This commit is contained in:
Hannes Janetzek 2013-01-21 03:13:47 +01:00
parent 6a34e478f5
commit 235e001a82
3 changed files with 77 additions and 41 deletions

View File

@ -25,9 +25,6 @@ import static android.opengl.GLES20.glUniformMatrix4fv;
import static android.opengl.GLES20.glUseProgram;
import static android.opengl.GLES20.glVertexAttribPointer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import org.oscim.core.MapPosition;
import org.oscim.generator.TileGenerator;
import org.oscim.renderer.layer.Layer;
@ -84,6 +81,8 @@ public final class LineRenderer {
//hLineTexturePosition[i] = glGetAttribLocation(lineProgram[i], "a_st");
}
// create lookup table as texture for 'length(0..1,0..1)'
// using mirrored wrap mode for 'length(-1..1,-1..1)'
byte[] pixel = new byte[128 * 128];
for (int x = 0; x < 128; x++) {
@ -94,32 +93,11 @@ public final class LineRenderer {
if (color > 255)
color = 255;
pixel[x + y * 128] = (byte) color;
//pixel[(127 - x) + (127 - y) * 128] = (byte) color;
}
}
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
mTexID = textureIds[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_MIRRORED_REPEAT); // Set U Wrapping
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_MIRRORED_REPEAT); // Set V Wrapping
ByteBuffer buf = ByteBuffer.allocateDirect(128 * 128).order(ByteOrder.nativeOrder());
buf.put(pixel);
buf.position(0);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_ALPHA, 128, 128, 0, GLES20.GL_ALPHA,
GLES20.GL_UNSIGNED_BYTE, buf);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
mTexID = GlUtils.loadTexture(pixel, 128, 128, GLES20.GL_ALPHA,
GLES20.GL_MIRRORED_REPEAT, GLES20.GL_MIRRORED_REPEAT);
return true;
}
@ -158,9 +136,16 @@ public final class LineRenderer {
glUniformMatrix4fv(hLineMatrix[mode], 1, false, matrix, 0);
// line scale factor for non fixed lines: within a zoom-
// level lines would be scaled by the factor 2 via projection.
// though lines should only scale by sqrt(2). this is achieved
// by inverting scaling of extrusion vector with: width/sqrt(s).
// within one zoom-level: 1 <= s <= 2
float s = scale / div;
float lineScale = (float) Math.sqrt(s * 2 / 2.2);
// scale factor to map one pixel on tile to one pixel on screen:
// only works with orthographic projection
float s = scale / div;
float pixel = 0;
if (mode == 1)
@ -170,8 +155,6 @@ public final class LineRenderer {
int lineMode = 0;
glUniform1i(uLineMode, lineMode);
// line scale factor (for non fixed lines)
float lineScale = (float) Math.sqrt(s);
float blurScale = pixel;
boolean blur = false;
// dont increase scale when max is reached
@ -199,13 +182,17 @@ public final class LineRenderer {
}
if (line.outline) {
// draw outline for linelayers references by this outline
// draw linelayers references by this outline
for (LineLayer o = ll.outlines; o != null; o = o.outlines) {
if (o.line.fixed || strokeMaxZoom) {
width = (ll.width + o.width) / s;
} else {
width = ll.width / s + o.width / lineScale;
// check min size for outline
if (o.line.min > 0 && o.width * lineScale < o.line.min * 2)
continue;
}
glUniform1f(uLineWidth, width);
@ -228,7 +215,6 @@ public final class LineRenderer {
lineMode = 0;
glUniform1i(uLineMode, lineMode);
}
glDrawArrays(GL_TRIANGLE_STRIP, o.offset, o.verticesCnt);
}
} else {
@ -239,6 +225,9 @@ public final class LineRenderer {
width = ll.width / s;
} else {
width = ll.width / lineScale;
if (ll.line.min > 0 && ll.width * lineScale < ll.line.min * 2)
width = (ll.width - 0.2f) / lineScale;
}
glUniform1f(uLineWidth, width);

View File

@ -56,14 +56,15 @@ public final class Line extends RenderInstruction {
boolean fixed = false;
String style = null;
float blur = 0;
float min = 0;
if (line != null) {
fixed = line.fixed;
fade = line.fade;
strokeLinecap = line.cap;
blur = line.blur;
min = line.min;
}
for (int i = 0; i < attributes.getLength(); ++i) {
String name = attributes.getLocalName(i);
String value = attributes.getValue(i);
@ -82,6 +83,8 @@ public final class Line extends RenderInstruction {
strokeLinecap = Cap.valueOf(value.toUpperCase(Locale.ENGLISH));
} else if ("fade".equals(name)) {
fade = Integer.parseInt(value);
} else if ("min".equals(name)) {
min = Float.parseFloat(value);
} else if ("fixed".equals(name)) {
fixed = Boolean.parseBoolean(value);
} else if ("blur".equals(name)) {
@ -102,14 +105,14 @@ public final class Line extends RenderInstruction {
strokeWidth = 1;
return new Line(line, style, src, stroke, strokeWidth, stipple,
strokeLinecap, level, fixed, fade, blur, isOutline);
strokeLinecap, level, fixed, fade, blur, isOutline, min);
}
if (!isOutline)
validate(strokeWidth);
return new Line(style, src, stroke, strokeWidth, stipple, strokeLinecap,
level, fixed, fade, blur, isOutline);
level, fixed, fade, blur, isOutline, min);
}
public Line(int stroke, float width, Cap cap) {
@ -122,6 +125,7 @@ public final class Line extends RenderInstruction {
this.fixed = true;
this.fade = -1;
this.stipple = 2;
this.min = 0;
color = GlUtils.colorToFloatP(stroke);
}
@ -163,6 +167,8 @@ public final class Line extends RenderInstruction {
public final int stipple;
public final float min;
/**
* @param style
* ...
@ -186,10 +192,11 @@ public final class Line extends RenderInstruction {
* ...
* @param isOutline
* ...
* @param min ...
*/
private Line(String style, String src, int stroke, float strokeWidth,
int stipple, Cap strokeLinecap, int level, boolean fixed,
int fade, float blur, boolean isOutline) {
int fade, float blur, boolean isOutline, float min) {
super();
this.style = style;
@ -221,6 +228,7 @@ public final class Line extends RenderInstruction {
this.blur = blur;
this.fade = fade;
this.stipple = stipple;
this.min = min;
}
/**
@ -248,10 +256,11 @@ public final class Line extends RenderInstruction {
* ...
* @param isOutline
* ...
* @param min ...
*/
private Line(Line line, String style, String src, int stroke, float strokeWidth,
int stipple, Cap strokeLinecap, int level, boolean fixed,
int fade, float blur, boolean isOutline) {
int fade, float blur, boolean isOutline, float min) {
super();
this.style = style;
@ -268,6 +277,7 @@ public final class Line extends RenderInstruction {
this.cap = strokeLinecap;
this.blur = blur;
this.stipple = stipple;
this.min = min;
}
@Override

View File

@ -14,6 +14,9 @@
*/
package org.oscim.utils;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import org.oscim.renderer.GLRenderer;
import android.graphics.Bitmap;
@ -38,20 +41,23 @@ public class GlUtils {
GLES20.glGenTextures(1, textures, 0);
int textureID = textures[0];
// Log.i(TAG, "new texture " + textureID + " " + textureCnt++);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
@ -59,6 +65,37 @@ public class GlUtils {
return textureID;
}
public static int loadTexture(byte[] pixel, int width, int height, int format,
int wrap_s, int wrap_t) {
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S,
wrap_s); // Set U Wrapping
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T,
wrap_t); // Set V Wrapping
ByteBuffer buf = ByteBuffer.allocateDirect(width * height).order(ByteOrder.nativeOrder());
buf.put(pixel);
buf.position(0);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, format, width, height, 0, format,
GLES20.GL_UNSIGNED_BYTE, buf);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return textureIds[0];
}
/**
* @param shaderType
* shader type