package/naming reorganization:

- RenderLayer -> LayerRenderer
  as this LayerRenderer just the rendering implementation of a Layer
  - not a 'layer' itself
- move renderer.sublayer.*Renderer into their respective *Layer classes
- move layers.labeling to layers.tile.vector.labeling
  (until there is a common labeling framework)
- remove layers.overlay
  - move Marker stuff to layers.marker
- merge TileRenderer into TileRenderLayer

- rename renderer.sublayers to renderer.elements
- move layers.tile.* to tiling package
- move tilesource.* to tiling.source

- rename oscim.view -> oscim.map
This commit is contained in:
Hannes Janetzek 2013-09-11 18:28:27 +02:00
parent c6eedc4df7
commit 67a3cbadf7
139 changed files with 3989 additions and 4278 deletions

View File

@ -1,12 +1,12 @@
package org.oscim.android.test;
import org.oscim.android.MapView;
import org.oscim.layers.labeling.LabelLayer;
import org.oscim.layers.overlay.BuildingOverlay;
import org.oscim.layers.tile.vector.MapTileLayer;
import org.oscim.layers.tile.vector.BuildingLayer;
import org.oscim.layers.tile.vector.VectorTileLayer;
import org.oscim.layers.tile.vector.labeling.LabelLayer;
import org.oscim.theme.InternalRenderTheme;
import org.oscim.tilesource.TileSource;
import org.oscim.tilesource.oscimap4.OSciMap4TileSource;
import org.oscim.tiling.source.TileSource;
import org.oscim.tiling.source.oscimap4.OSciMap4TileSource;
import android.os.Bundle;
import android.view.Menu;
@ -28,10 +28,10 @@ public class MapActivity extends org.oscim.android.MapActivity {
TileSource tileSource = new OSciMap4TileSource();
tileSource.setOption("url", "http://city.informatik.uni-bremen.de/tiles/vtm");
MapTileLayer l = mMap.setBaseMap(tileSource);
VectorTileLayer l = mMap.setBaseMap(tileSource);
//mMap.setDebugSettings(new DebugSettings(false, false, true, false, false));
mMap.getLayers().add(new BuildingOverlay(mMap, l.getTileLayer()));
mMap.getLayers().add(new BuildingLayer(mMap, l.getTileLayer()));
mMap.getLayers().add(new LabelLayer(mMap, l.getTileLayer()));
mMap.setTheme(InternalRenderTheme.DEFAULT);

View File

@ -14,7 +14,7 @@
*/
package org.oscim.android;
import org.oscim.view.Map;
import org.oscim.map.Map;
import android.content.Context;
import android.hardware.Sensor;

View File

@ -17,14 +17,14 @@ package org.oscim.android;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import org.oscim.view.Map;
import org.oscim.map.Map;
import android.content.Context;
import android.opengl.GLSurfaceView;
public class GLView extends GLSurfaceView {
class GLRenderer extends org.oscim.renderer.GLRenderer implements GLSurfaceView.Renderer{
class GLRenderer extends org.oscim.renderer.MapRenderer implements GLSurfaceView.Renderer{
public GLRenderer(Map map) {
super(map);

View File

@ -16,7 +16,7 @@ package org.oscim.android;
import org.oscim.core.GeoPoint;
import org.oscim.core.MapPosition;
import org.oscim.view.Map;
import org.oscim.map.Map;
import android.app.Activity;
import android.content.SharedPreferences;

View File

@ -23,7 +23,7 @@ import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.Tile;
import org.oscim.view.Map;
import org.oscim.map.Map;
import android.content.Context;
import android.util.AttributeSet;

View File

@ -22,8 +22,8 @@ import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.backend.canvas.Canvas;
import org.oscim.backend.canvas.Paint;
import org.oscim.layers.overlay.OverlayItem.HotspotPlace;
import org.oscim.layers.overlay.OverlayMarker;
import org.oscim.layers.marker.MarkerItem.HotspotPlace;
import org.oscim.layers.marker.MarkerSymbol;
import android.content.res.Resources;
import android.graphics.Bitmap.Config;
@ -113,14 +113,14 @@ public final class AndroidGraphics extends CanvasAdapter {
return new AndroidBitmap(bitmap);
}
public static OverlayMarker makeMarker(Resources res, int id, HotspotPlace place) {
public static MarkerSymbol makeMarker(Resources res, int id, HotspotPlace place) {
if (place == null)
place = HotspotPlace.CENTER;
Drawable drawable = res.getDrawable(id);
return new OverlayMarker(drawableToBitmap(drawable), place);
return new MarkerSymbol(drawableToBitmap(drawable), place);
}
}

View File

@ -22,8 +22,8 @@ import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.backend.canvas.Canvas;
import org.oscim.backend.canvas.Paint;
import org.oscim.layers.overlay.OverlayItem.HotspotPlace;
import org.oscim.layers.overlay.OverlayMarker;
import org.oscim.layers.marker.MarkerItem.HotspotPlace;
import org.oscim.layers.marker.MarkerSymbol;
import android.content.res.Resources;
import android.graphics.Bitmap.Config;
@ -107,14 +107,14 @@ public final class AndroidGraphics extends CanvasAdapter {
return new AndroidBitmap(bitmap);
}
public static OverlayMarker makeMarker(Resources res, int id, HotspotPlace place) {
public static MarkerSymbol makeMarker(Resources res, int id, HotspotPlace place) {
if (place == null)
place = HotspotPlace.CENTER;
Drawable drawable = res.getDrawable(id);
return new OverlayMarker(drawableToBitmap(drawable), place);
return new MarkerSymbol(drawableToBitmap(drawable), place);
}
@Override

View File

@ -7,8 +7,8 @@ import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.Tile;
import org.oscim.tilesource.TileSource;
import org.oscim.tilesource.oscimap2.OSciMap2TileSource;
import org.oscim.tiling.source.TileSource;
import org.oscim.tiling.source.oscimap2.OSciMap2TileSource;
import android.os.Bundle;

View File

@ -4,8 +4,8 @@ import org.oscim.awt.AwtGraphics;
import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.GLAdapter;
import org.oscim.core.Tile;
import org.oscim.tilesource.TileSource;
import org.oscim.tilesource.oscimap4.OSciMap4TileSource;
import org.oscim.tiling.source.TileSource;
import org.oscim.tiling.source.oscimap4.OSciMap4TileSource;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;

View File

@ -9,10 +9,10 @@ import org.oscim.core.MercatorProjection;
import org.oscim.gdx.GdxMap;
import org.oscim.layers.tile.bitmap.BitmapTileLayer;
import org.oscim.layers.tile.bitmap.NaturalEarth;
import org.oscim.renderer.GLRenderer;
import org.oscim.tilesource.TileSource;
import org.oscim.tilesource.oscimap2.OSciMap2TileSource;
import org.oscim.tilesource.oscimap4.OSciMap4TileSource;
import org.oscim.renderer.MapRenderer;
import org.oscim.tiling.source.TileSource;
import org.oscim.tiling.source.oscimap2.OSciMap2TileSource;
import org.oscim.tiling.source.oscimap4.OSciMap4TileSource;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.gwt.GwtApplication;
@ -39,7 +39,7 @@ class GwtGdxMap extends GdxMap {
CanvasAdapter.textScale = 0.7f;
GLAdapter.g = (GL20) Gdx.graphics.getGL20();
GLAdapter.GDX_WEBGL_QUIRKS = true;
GLRenderer.setBackgroundColor(0xffffff);
MapRenderer.setBackgroundColor(0xffffff);
//Gdx.app.setLogLevel(Application.LOG_DEBUG);
super.create();

View File

@ -7,8 +7,8 @@ import org.oscim.backend.Log;
import org.oscim.core.BoundingBox;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.MapPosition;
import org.oscim.layers.overlay.PathOverlay;
import org.oscim.view.Map;
import org.oscim.layers.PathLayer;
import org.oscim.map.Map;
import com.google.gwt.cell.client.AbstractCell;
import com.google.gwt.core.client.JavaScriptObject;
@ -185,7 +185,7 @@ public class SearchBox {
final Button searchButton = new Button("Search");
final TextBox searchField = new TextBox();
//searchField.setText("Bremen");
final PathOverlay mOverlay = new PathOverlay(map, 0xCC0000FF);
final PathLayer mOverlay = new PathLayer(map, 0xCC0000FF);
map.getLayers().add(mOverlay);
// We can add style names to widgets

View File

@ -20,15 +20,15 @@ import org.oscim.backend.canvas.Bitmap;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.gdx.client.GwtBitmap;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileLayer;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
import org.oscim.layers.tile.bitmap.TileSource.FadeStep;
import org.oscim.renderer.sublayers.BitmapLayer;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.map.Map;
import org.oscim.renderer.elements.BitmapLayer;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
import org.oscim.utils.FastMath;
import org.oscim.view.Map;
import com.google.gwt.event.dom.client.ErrorEvent;
import com.google.gwt.event.dom.client.ErrorHandler;
@ -90,7 +90,7 @@ public class BitmapTileLayer extends TileLayer<TileLoader> {
public void onLoad(LoadEvent event) {
Bitmap bitmap = new GwtBitmap(img);
tile.layers = new Layers();
tile.layers = new ElementLayers();
BitmapLayer l = new BitmapLayer(false);
l.setBitmap(bitmap, Tile.SIZE, Tile.SIZE);

View File

@ -14,24 +14,22 @@
*/
package org.oscim.layers.tile.vector;
import static org.oscim.layers.tile.MapTile.STATE_NONE;
import org.oscim.backend.Log;
import org.oscim.core.GeometryBuffer.GeometryType;
import org.oscim.core.MapElement;
import org.oscim.core.MercatorProjection;
import org.oscim.core.Tag;
import org.oscim.core.TagSet;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
import org.oscim.renderer.sublayers.ExtrusionLayer;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.renderer.sublayers.LineTexLayer;
import org.oscim.renderer.sublayers.PolygonLayer;
import org.oscim.renderer.sublayers.SymbolItem;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.layers.tile.vector.labeling.WayDecorator;
import org.oscim.map.DebugSettings;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.ExtrusionLayer;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.LineTexLayer;
import org.oscim.renderer.elements.PolygonLayer;
import org.oscim.renderer.elements.SymbolItem;
import org.oscim.renderer.elements.TextItem;
import org.oscim.theme.IRenderCallback;
import org.oscim.theme.IRenderTheme;
import org.oscim.theme.renderinstruction.Area;
@ -41,14 +39,14 @@ import org.oscim.theme.renderinstruction.LineSymbol;
import org.oscim.theme.renderinstruction.RenderInstruction;
import org.oscim.theme.renderinstruction.Symbol;
import org.oscim.theme.renderinstruction.Text;
import org.oscim.tilesource.ITileDataSink;
import org.oscim.tilesource.ITileDataSource;
import org.oscim.tilesource.ITileDataSource.QueryResult;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
import org.oscim.tiling.source.ITileDataSink;
import org.oscim.tiling.source.ITileDataSource;
import org.oscim.tiling.source.ITileDataSource.QueryResult;
import org.oscim.utils.LineClipper;
import org.oscim.utils.pool.Inlist;
import org.oscim.view.DebugSettings;
import org.oscim.backend.Log;
/**
* @note
@ -60,9 +58,9 @@ import org.oscim.backend.Log;
* 5. RenderTheme calls IRenderCallback functions with style information
* 6. Styled items become added to MapTile.layers... roughly
*/
public class MapTileLoader extends TileLoader implements IRenderCallback, ITileDataSink {
public class VectorTileLoader extends TileLoader implements IRenderCallback, ITileDataSink {
private static final String TAG = MapTileLoader.class.getName();
private static final String TAG = VectorTileLoader.class.getName();
private static final double STROKE_INCREASE = Math.sqrt(2.5);
private static final byte LAYERS = 11;
@ -119,7 +117,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
/**
*/
public MapTileLoader(TileManager tileManager) {
public VectorTileLoader(TileManager tileManager) {
super(tileManager);
mClipper = new LineClipper(0, 0, Tile.SIZE, Tile.SIZE, true);
@ -172,7 +170,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
* MercatorProjection.EARTH_CIRCUMFERENCE
/ ((long) Tile.SIZE << mTile.zoomLevel));
mTile.layers = new Layers();
mTile.layers = new ElementLayers();
// query database, which calls renderWay and renderPOI
// callbacks while processing map tile data.
@ -210,7 +208,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
mTile.labels = null;
// FIXME add STATE_FAILED?
// in passTile everything but STATE_LOADING is considered failed.
mTile.state = STATE_NONE;
mTile.state = MapTile.STATE_NONE;
mTile.loader.jobCompleted(mTile, false);
mTile = null;
@ -531,7 +529,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
SymbolItem it = SymbolItem.pool.get();
it.x = mElement.points[0];
it.y = mElement.points[1];
it.symbol = symbol.texture;
it.texRegion = symbol.texture;
it.billboard = true;
mTile.symbols = Inlist.push(mTile.symbols, it);

View File

@ -12,7 +12,10 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileManager;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.utils.Timer;

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.tilesource.common;
package org.oscim.tiling.source.common;
import java.io.IOException;
import java.io.InputStream;

View File

@ -12,15 +12,16 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.tilesource.common;
package org.oscim.tiling.source.common;
import java.io.IOException;
import java.io.InputStream;
import org.oscim.backend.Log;
import org.oscim.layers.tile.MapTile;
import org.oscim.tilesource.ITileDataSink;
import org.oscim.tilesource.ITileDataSource;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.source.ITileDataSink;
import org.oscim.tiling.source.ITileDataSource;
import org.oscim.tiling.source.ITileDataSource.QueryResult;
/**
*

View File

@ -1,7 +1,7 @@
package org.oscim.utils.geom;
import org.oscim.backend.Log;
import org.oscim.renderer.sublayers.VertexItem;
import org.oscim.renderer.elements.VertexItem;
import com.google.gwt.core.client.JavaScriptException;
import com.google.gwt.core.client.JsArrayInteger;

View File

@ -4,17 +4,17 @@ import org.oscim.backend.AssetAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.layers.labeling.LabelLayer;
import org.oscim.layers.overlay.BuildingOverlay;
import org.oscim.layers.overlay.GenericOverlay;
import org.oscim.layers.tile.vector.MapTileLayer;
import org.oscim.renderer.GLRenderer;
import org.oscim.layers.GenericLayer;
import org.oscim.layers.tile.vector.BuildingLayer;
import org.oscim.layers.tile.vector.VectorTileLayer;
import org.oscim.layers.tile.vector.labeling.LabelLayer;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
import org.oscim.renderer.GridRenderer;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.layers.GridRenderLayer;
import org.oscim.theme.InternalRenderTheme;
import org.oscim.tilesource.TileSource;
import org.oscim.view.Map;
import org.oscim.view.Viewport;
import org.oscim.tiling.source.TileSource;
import com.badlogic.gdx.Application;
import com.badlogic.gdx.ApplicationListener;
@ -32,7 +32,7 @@ import com.badlogic.gdx.utils.Timer.Task;
public class GdxMap implements ApplicationListener {
protected final Map mMap;
private final GLRenderer mMapRenderer;
private final MapRenderer mMapRenderer;
boolean mRenderRequest;
@ -85,7 +85,7 @@ public class GdxMap implements ApplicationListener {
}
};
mMapRenderer = new GLRenderer(mMap);
mMapRenderer = new MapRenderer(mMap);
}
@ -98,7 +98,7 @@ public class GdxMap implements ApplicationListener {
if (buildings)
mMap.getLayers().add(
new BuildingOverlay(mMap, mMapLayer.getTileLayer()));
new BuildingLayer(mMap, mMapLayer.getTileLayer()));
if (labels)
mMap.getLayers().add(new LabelLayer(mMap,
@ -106,16 +106,16 @@ public class GdxMap implements ApplicationListener {
}
if (tileGrid)
mMap.getLayers().add(new GenericOverlay(mMap,
new GridRenderLayer()));
mMap.getLayers().add(new GenericLayer(mMap,
new GridRenderer()));
}
// Stage ui;
// Label fps;
// BitmapFont font;
MapTileLayer mMapLayer;
GenericOverlay mGridLayer;
VectorTileLayer mMapLayer;
GenericLayer mGridLayer;
int mHeight, mWidth;
@ -276,7 +276,7 @@ public class GdxMap implements ApplicationListener {
case Input.Keys.G:
if (mGridLayer == null) {
mGridLayer = new GenericOverlay(mMap, new GridRenderLayer());
mGridLayer = new GenericLayer(mMap, new GridRenderer());
mGridLayer.setEnabled(true);
mMap.getLayers().add(mGridLayer);
} else {

View File

@ -0,0 +1,13 @@
package org.oscim.layers;
import org.oscim.map.Map;
import org.oscim.renderer.BitmapRenderer;
import org.oscim.renderer.LayerRenderer;
public class BitmapLayer extends GenericLayer {
public BitmapLayer(Map map, LayerRenderer renderer) {
super(map, new BitmapRenderer());
}
}

View File

@ -0,0 +1,57 @@
package org.oscim.layers;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.map.Map;
import org.oscim.renderer.LayerRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
public class CustomRenderLayer extends Layer {
private static final String TAG = CustomRenderLayer.class.getName();
class CustomRenderer extends LayerRenderer {
// functions running on MapRender Thread
@Override
protected void update(MapPosition pos, boolean changed, Matrices matrices) {
int currentState;
synchronized (this) {
currentState = someConccurentVariable;
}
Log.d(TAG, "state " + currentState);
}
@Override
protected void compile() {
setReady(true);
}
@Override
protected void render(MapPosition pos, Matrices m) {
}
}
public CustomRenderLayer(Map map, LayerRenderer renderer) {
super(map);
mRenderer = new CustomRenderer();
}
private int someConccurentVariable;
@Override
public void onUpdate(MapPosition mapPosition, boolean changed, boolean clear) {
synchronized (mRenderer) {
// chang
someConccurentVariable++;
}
}
}

View File

@ -12,20 +12,20 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers;
import org.oscim.view.Map;
import org.oscim.renderer.RenderLayer;
import org.oscim.map.Map;
import org.oscim.renderer.LayerRenderer;
public class GenericOverlay extends Overlay {
public class GenericLayer extends Layer {
/**
* @param map
* ...
* @param renderer
* ...
*/
public GenericOverlay(Map map, RenderLayer renderer) {
public GenericLayer(Map map, LayerRenderer renderer) {
super(map);
mLayer = renderer;
mRenderer = renderer;
}
}

View File

@ -17,7 +17,7 @@ package org.oscim.layers;
import org.oscim.backend.input.KeyEvent;
import org.oscim.backend.input.MotionEvent;
import org.oscim.view.Map;
import org.oscim.map.Map;
public abstract class InputLayer extends Layer {

View File

@ -14,9 +14,9 @@
*/
package org.oscim.layers;
import org.oscim.view.Map;
import org.oscim.core.MapPosition;
import org.oscim.renderer.RenderLayer;
import org.oscim.map.Map;
import org.oscim.renderer.LayerRenderer;
public abstract class Layer {
public Layer(Map map) {
@ -26,11 +26,10 @@ public abstract class Layer {
private boolean mEnabled = true;
protected final Map mMap;
/** RenderLayer used to draw this layer. To be implemented by sub-classes */
protected RenderLayer mLayer;
protected LayerRenderer mRenderer;
public RenderLayer getLayer() {
return mLayer;
public LayerRenderer getRenderer() {
return mRenderer;
}
/**

View File

@ -17,8 +17,8 @@ package org.oscim.layers;
import org.oscim.backend.Log;
import org.oscim.backend.input.MotionEvent;
import org.oscim.core.Tile;
import org.oscim.view.Map;
import org.oscim.view.Viewport;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
/**
* Changes Viewport for scroll, fling, scale, rotation and tilt gestures

View File

@ -14,7 +14,7 @@
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers;
import java.util.ArrayList;
import java.util.List;
@ -25,17 +25,16 @@ import org.oscim.core.GeometryBuffer;
import org.oscim.core.MapPosition;
import org.oscim.core.MercatorProjection;
import org.oscim.core.Tile;
import org.oscim.layers.Layer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.layers.BasicRenderLayer;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.map.Map;
import org.oscim.renderer.ElementRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.FastMath;
import org.oscim.utils.LineClipper;
import org.oscim.view.Map;
/** This class draws a path line in given color. */
public class PathOverlay extends Layer {
public class PathLayer extends Layer {
/** Stores points, converted to the map projection. */
/* package */protected final ArrayList<GeoPoint> mPoints;
@ -44,7 +43,7 @@ public class PathOverlay extends Layer {
/** Line style */
/* package */Line mLineStyle;
class RenderPath extends BasicRenderLayer {
class RenderPath extends ElementRenderer {
private static final int MIN_DIST = 4;
@ -234,17 +233,17 @@ public class PathOverlay extends Layer {
}
}
public PathOverlay(Map map, int lineColor, float lineWidth) {
public PathLayer(Map map, int lineColor, float lineWidth) {
super(map);
mLineStyle = new Line(lineColor, lineWidth, Cap.BUTT);
this.mPoints = new ArrayList<GeoPoint>();
mLayer = new RenderPath();
mRenderer = new RenderPath();
}
public PathOverlay(Map map, int lineColor) {
public PathLayer(Map map, int lineColor) {
this(map, lineColor, 2);
}

View File

@ -13,17 +13,17 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers.marker;
import java.util.List;
import org.oscim.backend.input.MotionEvent;
import org.oscim.core.BoundingBox;
import org.oscim.core.Point;
import org.oscim.view.Map;
import org.oscim.view.Viewport;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverlay<Item> {
public class ItemizedIconLayer<Item extends MarkerItem> extends ItemizedLayer<Item> {
//private static final String TAG = ItemizedIconOverlay.class.getName();
protected final List<Item> mItemList;
@ -32,37 +32,25 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
private final Point mTmpPoint = new Point();
public ItemizedIconOverlay(
final Map map,
final List<Item> pList,
final OverlayMarker pDefaultMarker,
final ItemizedIconOverlay.OnItemGestureListener<Item> pOnItemGestureListener) {
public ItemizedIconLayer(Map map, List<Item> list,
MarkerSymbol defaultMarker,
ItemizedIconLayer.OnItemGestureListener<Item> onItemGestureListener) {
super(map, pDefaultMarker);
super(map, defaultMarker);
this.mItemList = pList;
this.mOnItemGestureListener = pOnItemGestureListener;
this.mItemList = list;
this.mOnItemGestureListener = onItemGestureListener;
populate();
}
// public ItemizedIconOverlay(
// final MapView map,
// final Context pContext,
// final List<Item> pList,
// final ItemizedIconOverlay.OnItemGestureListener<Item> pOnItemGestureListener) {
// this(map, pList,
// null, //pContext.getResources().getDrawable(R.drawable.marker_default),
// pOnItemGestureListener);
// }
@Override
public boolean onSnapToItem(final int pX, final int pY, final Point pSnapPoint) {
public boolean onSnapToItem(int x, int y, Point snapPoint) {
// TODO Implement this!
return false;
}
@Override
protected Item createItem(final int index) {
protected Item createItem(int index) {
return mItemList.get(index);
}
@ -71,17 +59,17 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
return Math.min(mItemList.size(), mDrawnItemsLimit);
}
public boolean addItem(final Item item) {
public boolean addItem(Item item) {
final boolean result = mItemList.add(item);
populate();
return result;
}
public void addItem(final int location, final Item item) {
public void addItem(int location, Item item) {
mItemList.add(location, item);
}
public boolean addItems(final List<Item> items) {
public boolean addItems(List<Item> items) {
final boolean result = mItemList.addAll(items);
populate();
return result;
@ -91,20 +79,20 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
removeAllItems(true);
}
public void removeAllItems(final boolean withPopulate) {
public void removeAllItems(boolean withPopulate) {
mItemList.clear();
if (withPopulate) {
populate();
}
}
public boolean removeItem(final Item item) {
public boolean removeItem(Item item) {
final boolean result = mItemList.remove(item);
populate();
return result;
}
public Item removeItem(final int position) {
public Item removeItem(int position) {
final Item result = mItemList.remove(position);
populate();
return result;
@ -118,18 +106,18 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
* ItemGestureListener methods.
*/
@Override
public boolean onSingleTapUp(final MotionEvent event) {
public boolean onSingleTapUp(MotionEvent event) {
return activateSelectedItems(event, mActiveItemSingleTap) || super.onSingleTapUp(event);
}
protected boolean onSingleTapUpHelper(final int index, final Item item) {
protected boolean onSingleTapUpHelper(int index, Item item) {
return this.mOnItemGestureListener.onItemSingleTapUp(index, item);
}
private final ActiveItem mActiveItemSingleTap = new ActiveItem() {
@Override
public boolean run(final int index) {
final ItemizedIconOverlay<Item> that = ItemizedIconOverlay.this;
public boolean run(int index) {
final ItemizedIconLayer<Item> that = ItemizedIconLayer.this;
if (that.mOnItemGestureListener == null) {
return false;
}
@ -138,18 +126,18 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
};
@Override
public boolean onLongPress(final MotionEvent event) {
public boolean onLongPress(MotionEvent event) {
return activateSelectedItems(event, mActiveItemLongPress) || super.onLongPress(event);
}
protected boolean onLongPressHelper(final int index, final Item item) {
protected boolean onLongPressHelper(int index, Item item) {
return this.mOnItemGestureListener.onItemLongPress(index, item);
}
private final ActiveItem mActiveItemLongPress = new ActiveItem() {
@Override
public boolean run(final int index) {
final ItemizedIconOverlay<Item> that = ItemizedIconOverlay.this;
final ItemizedIconLayer<Item> that = ItemizedIconLayer.this;
if (that.mOnItemGestureListener == null) {
return false;
}
@ -168,6 +156,7 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
* ..
* @return true if event is handled false otherwise
*/
@SuppressWarnings("deprecation")
private boolean activateSelectedItems(MotionEvent event, ActiveItem task) {
int size = mItemList.size();
if (size == 0)
@ -228,12 +217,12 @@ public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverl
* ....
*/
public static interface OnItemGestureListener<T> {
public boolean onItemSingleTapUp(final int index, final T item);
public boolean onItemSingleTapUp(int index, T item);
public boolean onItemLongPress(final int index, final T item);
public boolean onItemLongPress(int index, T item);
}
public static interface ActiveItem {
public boolean run(final int aIndex);
public boolean run(int aIndex);
}
}

View File

@ -14,7 +14,7 @@
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers.marker;
// TODO
// - need to sort items back to front for rendering
@ -25,12 +25,12 @@ import org.oscim.core.MapPosition;
import org.oscim.core.MercatorProjection;
import org.oscim.core.Point;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.layers.BasicRenderLayer;
import org.oscim.renderer.sublayers.SymbolItem;
import org.oscim.renderer.sublayers.SymbolLayer;
import org.oscim.map.Map;
import org.oscim.renderer.ElementRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.SymbolItem;
import org.oscim.renderer.elements.SymbolLayer;
import org.oscim.utils.GeometryUtils;
import org.oscim.view.Map;
/* @author Marc Kurtz
* @author Nicolas Gramlich
@ -39,7 +39,7 @@ import org.oscim.view.Map;
* @author Hannes Janetzek
* */
/**
* Draws a list of {@link OverlayItem} as markers to a map. The item with the
* Draws a list of {@link MarkerItem} as markers to a map. The item with the
* lowest index is drawn as last and therefore the 'topmost' marker. It also
* gets checked for onTap first. This class is generic, because you then you get
* your custom item-class passed back in onTap().
@ -47,12 +47,12 @@ import org.oscim.view.Map;
* @param <Item>
* ...
*/
public abstract class ItemizedOverlay<Item extends OverlayItem> extends Overlay implements
Overlay.Snappable {
public abstract class ItemizedLayer<Item extends MarkerItem> extends MarkerLayer implements
MarkerLayer.Snappable {
//private final static String TAG = ItemizedOverlay.class.getName();
protected final OverlayMarker mDefaultMarker;
protected final MarkerSymbol mDefaultMarker;
protected boolean mDrawFocusedItem = true;
class InternalItem {
@ -72,7 +72,7 @@ public abstract class ItemizedOverlay<Item extends OverlayItem> extends Overlay
private int mSize;
class ItemOverlay extends BasicRenderLayer {
class ItemOverlay extends ElementRenderer {
private final SymbolLayer mSymbolLayer;
private final float[] mBox = new float[8];
@ -152,23 +152,10 @@ public abstract class ItemizedOverlay<Item extends OverlayItem> extends Overlay
continue;
}
//int state = 0;
//if (mDrawFocusedItem && (mFocusedItem == it.item))
// state = OverlayItem.ITEM_STATE_FOCUSED_MASK;
//Drawable marker = it.item.getDrawable();
OverlayMarker marker = it.item.getMarker();
MarkerSymbol marker = it.item.getMarker();
if (marker == null)
marker = mDefaultMarker;
// if (item.getMarker(state) == null) {
// OverlayItem.setState(mDefaultMarker, state);
// marker = mDefaultMarker;
// } else
// marker = item.getMarker(state);
//mSymbolLayer.addDrawable(marker, state, it.x, it.y);
SymbolItem s = SymbolItem.pool.get();
s.bitmap = marker.getBitmap();
@ -210,18 +197,11 @@ public abstract class ItemizedOverlay<Item extends OverlayItem> extends Overlay
*/
public abstract int size();
public ItemizedOverlay(Map map, OverlayMarker defaultMarker) {
public ItemizedLayer(Map map, MarkerSymbol defaultSymbol) {
super(map);
// if (defaultMarker == null) {
// defaultMarker = AndroidGraphics.makeMarker(map.getContext().getResources()
// .getDrawable(R.drawable.marker_default), null);
// //throw new IllegalArgumentException("You must pass a default marker to ItemizedOverlay.");
// }
//this.mDefaultMarker = OverlayMarker.makeMarker(pDefaultMarker, null);
mDefaultMarker = defaultMarker;
mLayer = new ItemOverlay();
mDefaultMarker = defaultSymbol;
mRenderer = new ItemOverlay();
}
private final Point mMapPoint = new Point();
@ -287,39 +267,6 @@ public abstract class ItemizedOverlay<Item extends OverlayItem> extends Overlay
}
}
/**
* See if a given hit point is within the bounds of an item's marker.
* Override to modify the way an item is hit tested. The hit point is
* relative to the marker's bounds. The default implementation just checks
* to see if the hit point is within the touchable bounds of the marker.
*
* @param item
* the item to hit test
* @param marker
* the item's marker
* @param hitX
* x coordinate of point to check
* @param hitY
* y coordinate of point to check
* @return true if the hit point is within the marker
*/
// protected boolean hitTest(final Item item, final android.graphics.drawable.Drawable marker,
// final int hitX,
// final int hitY) {
// return marker.getBounds().contains(hitX, hitY);
// }
/**
* Set whether or not to draw the focused item. The default is to draw it,
* but some clients may prefer to draw the focused item themselves.
*
* @param drawFocusedItem
* ...
*/
public void setDrawFocusedItem(final boolean drawFocusedItem) {
mDrawFocusedItem = drawFocusedItem;
}
/**
* If the given Item is found in the overlay, force it to be the current
* focus-bearer. Any registered {@@link
@ -343,63 +290,4 @@ public abstract class ItemizedOverlay<Item extends OverlayItem> extends Overlay
return mFocusedItem;
}
// private static final Rect mRect = new Rect();
//
// /**
// * Adjusts a drawable's bounds so that (0,0) is a pixel in the location
// * described by the hotspot parameter. Useful for "pin"-like graphics. For
// * convenience, returns the same drawable that was passed in.
// *
// * @param marker
// * the drawable to adjust
// * @param hotspot
// * the hotspot for the drawable
// * @return the same drawable that was passed in.
// */
// public static synchronized Drawable boundToHotspot(final Drawable marker, HotspotPlace hotspot) {
// final int markerWidth = marker.getIntrinsicWidth();
// final int markerHeight = marker.getIntrinsicHeight();
//
// mRect.set(0, 0, 0 + markerWidth, 0 + markerHeight);
//
// if (hotspot == null) {
// hotspot = HotspotPlace.BOTTOM_CENTER;
// }
//
// switch (hotspot) {
// default:
// case NONE:
// break;
// case CENTER:
// mRect.offset(-markerWidth / 2, -markerHeight / 2);
// break;
// case BOTTOM_CENTER:
// mRect.offset(-markerWidth / 2, -markerHeight);
// break;
// case TOP_CENTER:
// mRect.offset(-markerWidth / 2, 0);
// break;
// case RIGHT_CENTER:
// mRect.offset(-markerWidth, -markerHeight / 2);
// break;
// case LEFT_CENTER:
// mRect.offset(0, -markerHeight / 2);
// break;
// case UPPER_RIGHT_CORNER:
// mRect.offset(-markerWidth, 0);
// break;
// case LOWER_RIGHT_CORNER:
// mRect.offset(-markerWidth, -markerHeight);
// break;
// case UPPER_LEFT_CORNER:
// mRect.offset(0, 0);
// break;
// case LOWER_LEFT_CORNER:
// mRect.offset(0, -markerHeight);
// break;
// }
// marker.setBounds(mRect);
// return marker;
// }
}

View File

@ -0,0 +1,105 @@
/*
* Copyright 2012 osmdroid
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Created by plusminus on 00:02:58 - 03.10.2008
package org.oscim.layers.marker;
import org.oscim.core.GeoPoint;
/**
* Immutable class describing a GeoPoint with a Title and a Description.
*
* @author Nicolas Gramlich
* @author Theodore Hong
* @author Fred Eisele
*/
public class MarkerItem {
public static final int ITEM_STATE_FOCUSED_MASK = 4;
public static final int ITEM_STATE_PRESSED_MASK = 1;
public static final int ITEM_STATE_SELECTED_MASK = 2;
/**
* Indicates a hotspot for an area. This is where the origin (0,0) of a
* point will be located relative to the area. In otherwords this acts as an
* offset. NONE indicates that no adjustment should be made.
*/
public enum HotspotPlace {
NONE, CENTER, BOTTOM_CENTER,
TOP_CENTER, RIGHT_CENTER, LEFT_CENTER,
UPPER_RIGHT_CORNER, LOWER_RIGHT_CORNER,
UPPER_LEFT_CORNER, LOWER_LEFT_CORNER
}
public final String mUid;
public final String mTitle;
public final String mDescription;
public final GeoPoint mGeoPoint;
protected MarkerSymbol mMarker;
protected HotspotPlace mHotspotPlace;
/**
* @param title
* this should be <b>singleLine</b> (no <code>'\n'</code> )
* @param description
* a <b>multiLine</b> description ( <code>'\n'</code> possible)
* @param geoPoint
* ...
*/
public MarkerItem(String title, String description, GeoPoint geoPoint) {
this(null, title, description, geoPoint);
}
public MarkerItem(String uid, String title, String description,
GeoPoint geoPoint) {
mTitle = title;
mDescription = description;
mGeoPoint = geoPoint;
mUid = uid;
}
public String getUid() {
return mUid;
}
public String getTitle() {
return mTitle;
}
public String getSnippet() {
return mDescription;
}
public GeoPoint getPoint() {
return mGeoPoint;
}
public MarkerSymbol getMarker() {
return mMarker;
}
public void setMarker(MarkerSymbol marker) {
mMarker = marker;
}
public void setMarkerHotspot(HotspotPlace place) {
mHotspotPlace = (place == null) ? HotspotPlace.BOTTOM_CENTER : place;
}
public HotspotPlace getMarkerHotspot() {
return mHotspotPlace;
}
}

View File

@ -14,11 +14,11 @@
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers.marker;
import org.oscim.core.Point;
import org.oscim.layers.InputLayer;
import org.oscim.view.Map;
import org.oscim.map.Map;
/**
* Base class representing an overlay which may be displayed on top of a
@ -30,9 +30,9 @@ import org.oscim.view.Map;
*
* @author Nicolas Gramlich
*/
public abstract class Overlay extends InputLayer {
public abstract class MarkerLayer extends InputLayer {
public Overlay(Map map) {
public MarkerLayer(Map map) {
super(map);
}
@ -62,29 +62,4 @@ public abstract class Overlay extends InputLayer {
*/
boolean onSnapToItem(int x, int y, Point snapPoint);
}
///**
// * Since the menu-chain will pass through several independent Overlays, menu
// * IDs cannot be fixed at compile time. Overlays should use this method to
// * obtain and store a menu id for each menu item at construction time. This
// * will ensure that two overlays don't use the same id.
// *
// * @return an integer suitable to be used as a menu identifier
// */
//protected final static int getSafeMenuId() {
// return sOrdinal.getAndIncrement();
//}
//
///**
// * Similar to <see cref="getSafeMenuId" />, except this reserves a sequence
// * of IDs of length <param name="count" />. The returned number is the
// * starting index of that sequential list.
// *
// * @param count
// * ....
// * @return an integer suitable to be used as a menu identifier
// */
//protected final static int getSafeMenuIdSequence(int count) {
// return sOrdinal.getAndAdd(count);
//}
}

View File

@ -1,36 +1,22 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers.marker;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.core.Point;
import org.oscim.layers.overlay.OverlayItem.HotspotPlace;
import org.oscim.layers.marker.MarkerItem.HotspotPlace;
public class OverlayMarker {
public class MarkerSymbol {
final Bitmap[] mBitmap;
// Hotspot offset
final Point[] mOffset;
public OverlayMarker(Bitmap bitmap, float relX, float relY) {
public MarkerSymbol(Bitmap bitmap, float relX, float relY) {
mBitmap = new Bitmap[1];
mBitmap[0] = bitmap;
mOffset = new Point[1];
mOffset[0] = new Point(relX, relY);
}
public OverlayMarker(Bitmap bitmap, HotspotPlace hotspot) {
public MarkerSymbol(Bitmap bitmap, HotspotPlace hotspot) {
float x = 0, y = 0;
switch (hotspot) {
default:
@ -88,5 +74,4 @@ public class OverlayMarker {
return mBitmap[0];
}
}

View File

@ -1,161 +0,0 @@
/*
* Copyright 2012 osmdroid
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Created by plusminus on 00:02:58 - 03.10.2008
package org.oscim.layers.overlay;
import org.oscim.core.GeoPoint;
/**
* Immutable class describing a GeoPoint with a Title and a Description.
*
* @author Nicolas Gramlich
* @author Theodore Hong
* @author Fred Eisele
*/
public class OverlayItem {
public static final int ITEM_STATE_FOCUSED_MASK = 4;
public static final int ITEM_STATE_PRESSED_MASK = 1;
public static final int ITEM_STATE_SELECTED_MASK = 2;
//protected static final Point DEFAULT_MARKER_SIZE = new Point(26, 94);
/**
* Indicates a hotspot for an area. This is where the origin (0,0) of a
* point will be located relative to the area. In otherwords this acts as an
* offset. NONE indicates that no adjustment should be made.
*/
public enum HotspotPlace {
NONE, CENTER, BOTTOM_CENTER,
TOP_CENTER, RIGHT_CENTER, LEFT_CENTER,
UPPER_RIGHT_CORNER, LOWER_RIGHT_CORNER,
UPPER_LEFT_CORNER, LOWER_LEFT_CORNER
}
public final String mUid;
public final String mTitle;
public final String mDescription;
public final GeoPoint mGeoPoint;
protected OverlayMarker mMarker;
protected HotspotPlace mHotspotPlace;
/**
* @param aTitle
* this should be <b>singleLine</b> (no <code>'\n'</code> )
* @param aDescription
* a <b>multiLine</b> description ( <code>'\n'</code> possible)
* @param aGeoPoint
* ...
*/
public OverlayItem(final String aTitle, final String aDescription, final GeoPoint aGeoPoint) {
this(null, aTitle, aDescription, aGeoPoint);
}
public OverlayItem(final String aUid, final String aTitle, final String aDescription,
final GeoPoint aGeoPoint) {
mTitle = aTitle;
mDescription = aDescription;
mGeoPoint = aGeoPoint;
mUid = aUid;
}
public String getUid() {
return mUid;
}
public String getTitle() {
return mTitle;
}
public String getSnippet() {
return mDescription;
}
public GeoPoint getPoint() {
return mGeoPoint;
}
/*
* (copied from Google API docs) Returns the marker that should be used when
* drawing this item on the map. A null value means that the default marker
* should be drawn. Different markers can be returned for different states.
* The different markers can have different bounds. The default behavior is
* to call {@link setState(android.graphics.drawable.Drawable, int)} on the
* overlay item's marker, if it exists, and then return it.
* @param stateBitset The current state.
* @return The marker for the current state, or null if the default marker
* for the overlay should be used.
*/
public OverlayMarker getMarker() {
return mMarker;
// // marker not specified
// if (mMarker == null) {
// return null;
// }
//
// // set marker state appropriately
// setState(mMarker, stateBitset);
// return mMarker;
}
public void setMarker(OverlayMarker marker) {
mMarker = marker;
}
public void setMarkerHotspot(final HotspotPlace place) {
mHotspotPlace = (place == null) ? HotspotPlace.BOTTOM_CENTER : place;
}
public HotspotPlace getMarkerHotspot() {
return mHotspotPlace;
}
/*
* (copied from the Google API docs) Sets the state of a drawable to match a
* given state bitset. This is done by converting the state bitset bits
* into
* a state set of R.attr.state_pressed, R.attr.state_selected and
* R.attr.state_focused attributes, and then calling {@link
* Drawable.setState(int[])}.
*/
// public static void setState(final Drawable drawable, final int stateBitset) {
// final int[] states = new int[3];
// int index = 0;
// if ((stateBitset & ITEM_STATE_PRESSED_MASK) > 0)
// states[index++] = android.R.attr.state_pressed;
// if ((stateBitset & ITEM_STATE_SELECTED_MASK) > 0)
// states[index++] = android.R.attr.state_selected;
// if ((stateBitset & ITEM_STATE_FOCUSED_MASK) > 0)
// states[index++] = android.R.attr.state_focused;
//
// drawable.setState(states);
// }
// public Drawable getDrawable() {
// return mMarker;
// }
//
// public int getWidth() {
// return mMarker.getIntrinsicWidth();
// }
//
// public int getHeight() {
// return mMarker.getIntrinsicHeight();
// }
}

View File

@ -18,7 +18,10 @@ import java.util.ArrayList;
import org.oscim.core.MapPosition;
import org.oscim.layers.Layer;
import org.oscim.view.Map;
import org.oscim.map.Map;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
import org.oscim.tiling.TileRenderer;
public abstract class TileLayer<T extends TileLoader> extends Layer {
//private final static String TAG = TileLayer.class.getName();
@ -27,7 +30,7 @@ public abstract class TileLayer<T extends TileLoader> extends Layer {
private final static int CACHE_LIMIT = 250;
protected final TileManager mTileManager;
protected final TileRenderLayer mRenderLayer;
protected final TileRenderer mRenderLayer;
protected final int mNumTileLoader = 4;
protected final ArrayList<T> mTileLoader;
@ -43,7 +46,7 @@ public abstract class TileLayer<T extends TileLoader> extends Layer {
// TileManager responsible for adding visible tiles
// to load queue and managing in-memory tile cache.
mTileManager = new TileManager(map, this, minZoom, maxZoom, cacheLimit);
mTileManager = new TileManager(map, minZoom, maxZoom, cacheLimit);
// Instantiate TileLoader threads
mTileLoader = new ArrayList<T>();
@ -55,13 +58,13 @@ public abstract class TileLayer<T extends TileLoader> extends Layer {
// RenderLayer is working in GL Thread and actually
// drawing loaded tiles to screen.
mLayer = mRenderLayer = new TileRenderLayer(mTileManager);
mRenderer = mRenderLayer = new TileRenderer(mTileManager);
}
abstract protected T createLoader(TileManager tm);
public TileRenderLayer getTileLayer() {
return (TileRenderLayer) mLayer;
public TileRenderer getTileLayer() {
return (TileRenderer) mRenderer;
}
@Override
@ -73,8 +76,9 @@ public abstract class TileLayer<T extends TileLoader> extends Layer {
mInitial = false;
changed = true;
}
if (changed)
mTileManager.update(mapPosition);
if (changed && mTileManager.update(mapPosition))
notifyLoaders();
}
@Override
@ -84,12 +88,12 @@ public abstract class TileLayer<T extends TileLoader> extends Layer {
loader.interrupt();
loader.cleanup();
// try {
// tileWorker.join(10000);
// } catch (InterruptedException e) {
// // restore the interrupted status
// Thread.currentThread().interrupt();
// }
// try {
// tileWorker.join(10000);
// } catch (InterruptedException e) {
// // restore the interrupted status
// Thread.currentThread().interrupt();
// }
}
mTileManager.destroy();
}

View File

@ -1,336 +0,0 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
import static org.oscim.layers.tile.MapTile.STATE_NEW_DATA;
import static org.oscim.layers.tile.MapTile.STATE_READY;
import org.oscim.backend.GL20;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.renderer.BufferObject;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.RenderLayer;
import org.oscim.utils.ScanBox;
public class TileRenderLayer extends RenderLayer {
private final static String TAG = TileRenderLayer.class.getName();
private final TileManager mTileManager;
private int mUploadSerial;
public TileRenderLayer(TileManager tileManager) {
mTileManager = tileManager;
mUploadSerial = 0;
}
private int mOverdraw = 0;
private float mAlpha = 1;
public void setOverdrawColor(int color) {
mOverdraw = color;
}
public void setBitmapAlpha(float alpha) {
mAlpha = alpha;
}
@Override
protected void update(MapPosition pos, boolean positionChanged, Matrices m) {
if (mAlpha == 0){
mTileManager.releaseTiles(mDrawTiles);
return;
}
boolean tilesChanged;
synchronized (tilelock) {
// get current tiles to draw
tilesChanged = mTileManager.getActiveTiles(mDrawTiles);
}
if (mDrawTiles.cnt == 0)
return;
int tileCnt = mDrawTiles.cnt;
MapTile[] tiles = mDrawTiles.tiles;
if (tilesChanged || positionChanged){
updateTileVisibility(pos, m.mapPlane);
}
tileCnt += mNumTileHolder;
/* prepare tile for rendering */
if (compileTileLayers(tiles, tileCnt) > 0) {
mUploadSerial++;
BufferObject.checkBufferUsage(false);
}
TileRenderer.draw(tiles, tileCnt, pos, m, mAlpha, mOverdraw);
}
@Override
protected void compile() {
}
@Override
protected void render(MapPosition pos, Matrices m) {
}
public void clearTiles() {
// Clear all references to MapTiles as all current
// tiles will also be removed from TileManager.
synchronized (GLRenderer.drawlock) {
mDrawTiles = new TileSet();
}
}
/** compile tile layer data and upload to VBOs */
private static int compileTileLayers(MapTile[] tiles, int tileCnt) {
int uploadCnt = 0;
for (int i = 0; i < tileCnt; i++) {
MapTile tile = tiles[i];
if (!tile.isVisible)
continue;
if (tile.state == STATE_READY)
continue;
if (tile.state == STATE_NEW_DATA) {
uploadCnt += uploadTileData(tile);
continue;
}
if (tile.holder != null) {
// load tile that is referenced by this holder
if (tile.holder.state == STATE_NEW_DATA)
uploadCnt += uploadTileData(tile.holder);
tile.state = tile.holder.state;
continue;
}
// check near relatives than can serve as proxy
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
MapTile rel = tile.rel.parent.item;
if (rel.state == STATE_NEW_DATA)
uploadCnt += uploadTileData(rel);
// dont load child proxies
continue;
}
for (int c = 0; c < 4; c++) {
if ((tile.proxies & 1 << c) == 0)
continue;
MapTile rel = tile.rel.get(i);
if (rel != null && rel.state == STATE_NEW_DATA)
uploadCnt += uploadTileData(rel);
}
}
return uploadCnt;
}
private static int uploadTileData(MapTile tile) {
tile.state = STATE_READY;
// tile might contain extrusion or label layers
if (tile.layers == null)
return 1;
int newSize = tile.layers.getSize();
if (newSize > 0) {
if (tile.layers.vbo == null)
tile.layers.vbo = BufferObject.get(GL20.GL_ARRAY_BUFFER, newSize);
if (!GLRenderer.uploadLayers(tile.layers, newSize, true)) {
Log.d(TAG, "BUG uploadTileData " + tile + " failed!");
BufferObject.release(tile.layers.vbo);
tile.layers.vbo = null;
tile.layers.clear();
tile.layers = null;
return 0;
}
}
return 1;
}
private final Object tilelock = new Object();
/** set tile isVisible flag true for tiles that intersect view */
private void updateTileVisibility(MapPosition pos, float[] box) {
// lock tiles while updating isVisible state
synchronized (tilelock) {
MapTile[] tiles = mDrawTiles.tiles;
int tileZoom = tiles[0].zoomLevel;
for (int i = 0; i < mDrawTiles.cnt; i++)
tiles[i].isVisible = false;
// count placeholder tiles
mNumTileHolder = 0;
// check visibile tiles
mScanBox.scan(pos.x, pos.y, pos.scale, tileZoom, box);
}
}
/**
* Update tileSet with currently visible tiles get a TileSet of currently
* visible tiles
*/
public boolean getVisibleTiles(TileSet tileSet) {
if (tileSet == null)
return false;
if (mDrawTiles == null) {
releaseTiles(tileSet);
return false;
}
// same tiles as before
// if (tileSet.serial == mDrawTiles.serial)
// return false;
int prevSerial = tileSet.serial;
// ensure tiles keep visible state
synchronized (tilelock) {
MapTile[] newTiles = mDrawTiles.tiles;
int cnt = mDrawTiles.cnt;
// unlock previous tiles
for (int i = 0; i < tileSet.cnt; i++)
tileSet.tiles[i].unlock();
// ensure same size
if (tileSet.tiles.length != mDrawTiles.tiles.length) {
tileSet.tiles = new MapTile[mDrawTiles.tiles.length];
}
// lock tiles to not be removed from cache
tileSet.cnt = 0;
for (int i = 0; i < cnt; i++) {
MapTile t = newTiles[i];
if (t.isVisible && t.state == STATE_READY) {
t.lock();
tileSet.tiles[tileSet.cnt++] = t;
}
}
tileSet.serial = mUploadSerial;
}
return prevSerial != tileSet.serial;
}
public void releaseTiles(TileSet td) {
for (int i = 0; i < td.cnt; i++) {
td.tiles[i].unlock();
td.tiles[i] = null;
}
td.cnt = 0;
}
// Add additional tiles that serve as placeholer when flipping
// over date-line.
// I dont really like this but cannot think of a better solution:
// The other option would be to run scanbox each time for upload,
// drawing, proxies and text layer. Adding placeholder only
// happens rarely, unless you live on Fidschi
/* package */int mNumTileHolder;
/* package */TileSet mDrawTiles = new TileSet();
// scanline fill class used to check tile visibility
private final ScanBox mScanBox = new ScanBox() {
@Override
protected void setVisible(int y, int x1, int x2) {
int cnt = mDrawTiles.cnt;
MapTile[] tiles = mDrawTiles.tiles;
for (int i = 0; i < cnt; i++) {
MapTile t = tiles[i];
if (t.tileY == y && t.tileX >= x1 && t.tileX < x2)
t.isVisible = true;
}
int xmax = 1 << mZoom;
if (x1 >= 0 && x2 < xmax)
return;
// add placeholder tiles to show both sides
// of date line. a little too complicated...
for (int x = x1; x < x2; x++) {
MapTile holder = null;
MapTile tile = null;
boolean found = false;
if (x >= 0 && x < xmax)
continue;
int xx = x;
if (x < 0)
xx = xmax + x;
else
xx = x - xmax;
if (xx < 0 || xx >= xmax)
continue;
for (int i = cnt; i < cnt + mNumTileHolder; i++)
if (tiles[i].tileX == x && tiles[i].tileY == y) {
found = true;
break;
}
if (found)
continue;
for (int i = 0; i < cnt; i++)
if (tiles[i].tileX == xx && tiles[i].tileY == y) {
tile = tiles[i];
break;
}
if (tile == null)
continue;
if (cnt + mNumTileHolder >= tiles.length){
Log.e(TAG, "too many tiles " + cnt + ", " + mNumTileHolder);
break;
}
holder = new MapTile(x, y, (byte) mZoom);
holder.isVisible = true;
holder.holder = tile;
tile.isVisible = true;
tiles[cnt + mNumTileHolder++] = holder;
}
}
};
}

View File

@ -1,304 +0,0 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
import static org.oscim.layers.tile.MapTile.STATE_READY;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.sublayers.BitmapRenderer;
import org.oscim.renderer.sublayers.Layer;
import org.oscim.renderer.sublayers.LineRenderer;
import org.oscim.renderer.sublayers.LineTexRenderer;
import org.oscim.renderer.sublayers.PolygonRenderer;
import org.oscim.utils.FastMath;
import org.oscim.utils.Matrix4;
import org.oscim.utils.quadtree.QuadTree;
/**
* This class is for rendering the Line- and PolygonLayers of visible MapTiles.
* For visible tiles that do not have data available yet its parent in children
* tiles are rendered when available.
*/
public class TileRenderer {
//private final static String TAG = TileRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
// Counter increases polygon-offset for each tile drawn.
private static int mOffsetCnt;
// Current number of frames drawn, used to not draw a
// tile twice per frame.
private static int mDrawSerial = 0;
private static Matrices mMatrices;
private static float mFade;
private static int mOverdraw;
private static final Matrix4 mProjMatrix = new Matrix4();
/**
* Draw tiles:
*
* @param fade
* alpha value for bitmap tiles
* @param overdrawColor
* draw color on top, e.g. to darken the layer temporarily
*/
static void draw(MapTile[] tiles, int tileCnt, MapPosition pos, Matrices m, float fade,
int overdrawColor) {
mOffsetCnt = -2048;
mMatrices = m;
mFade = fade;
mOverdraw = overdrawColor;
mProjMatrix.copy(m.proj);
// discard depth projection from tilt, we use depth buffer
// for clipping
mProjMatrix.setValue(10, 0);
mProjMatrix.setValue(14, 0);
mProjMatrix.multiplyRhs(m.view);
GL.glDepthMask(true);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
GL.glDepthFunc(GL20.GL_LESS);
// Draw visible tiles
for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i];
if (t.isVisible && t.state == STATE_READY)
drawTile(t, pos);
}
double scale = pos.getZoomScale();
// Draw parent or children as proxy for visibile tiles that dont
// have data yet. Proxies are clipped to the region where nothing
// was drawn to depth buffer.
// TODO draw proxies for placeholder
for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i];
if (t.isVisible && (t.state != STATE_READY) && (t.holder == null)) {
boolean preferParent = (scale > 1.5) || (pos.zoomLevel - t.zoomLevel < 0);
drawProxyTile(t, pos, true, preferParent);
}
}
// Draw grandparents
for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i];
if (t.isVisible && (t.state != STATE_READY) && (t.holder == null))
drawProxyTile(t, pos, false, false);
}
// make sure stencil buffer write is disabled
GL.glStencilMask(0x00);
GL.glDepthMask(false);
mDrawSerial++;
// clear reference
mMatrices = null;
}
private static void drawTile(MapTile tile, MapPosition pos) {
// draw parents only once
if (tile.lastDraw == mDrawSerial)
return;
tile.lastDraw = mDrawSerial;
MapTile t = tile;
if (t.holder != null)
t = t.holder;
if (t.layers == null || t.layers.vbo == null) {
//Log.d(TAG, "missing data " + (t.layers == null) + " " + (t.vbo == null));
return;
}
t.layers.vbo.bind();
// place tile relative to map position
int z = tile.zoomLevel;
float div = FastMath.pow(z - pos.zoomLevel);
double curScale = Tile.SIZE * pos.scale;
double scale = (pos.scale / (1 << z));
float x = (float) ((tile.x - pos.x) * curScale);
float y = (float) ((tile.y - pos.y) * curScale);
Matrices m = mMatrices;
m.mvp.setTransScale(x, y, (float) (scale / GLRenderer.COORD_SCALE));
m.mvp.multiplyLhs(mProjMatrix);
// set depth offset (used for clipping to tile boundaries)
GL.glPolygonOffset(0, mOffsetCnt++);
// simple line shader does not take forward shortening into
// account. only used when tilt is 0.
int simpleShader = (pos.tilt < 1 ? 1 : 0);
boolean clipped = false;
for (Layer l = t.layers.baseLayers; l != null;) {
switch (l.type) {
case Layer.POLYGON:
l = PolygonRenderer.draw(pos, l, m, !clipped, div, true);
clipped = true;
break;
case Layer.LINE:
if (!clipped) {
// draw stencil buffer clip region
PolygonRenderer.draw(pos, null, m, true, div, true);
clipped = true;
}
l = LineRenderer.draw(t.layers, l, pos, m, div, simpleShader);
break;
case Layer.TEXLINE:
if (!clipped) {
// draw stencil buffer clip region
PolygonRenderer.draw(pos, null, m, true, div, true);
clipped = true;
}
l = LineTexRenderer.draw(t.layers, l, pos, m, div);
break;
default:
// just in case
l = l.next;
}
}
for (Layer l = t.layers.textureLayers; l != null;) {
if (!clipped) {
// draw stencil buffer clip region
PolygonRenderer.draw(pos, null, m, true, div, true);
clipped = true;
}
// if (!clipped) {
// // draw stencil buffer clip region
// PolygonRenderer.clip(m);
// clipped = true;
// }
//GLState.test(false, false);
switch (l.type) {
case Layer.BITMAP:
l = BitmapRenderer.draw(l, m, 1, mFade);
break;
default:
l = l.next;
}
}
PolygonRenderer.drawOver(m, mOverdraw);
}
private static int drawProxyChild(MapTile tile, MapPosition pos) {
int drawn = 0;
for (int i = 0; i < 4; i++) {
if ((tile.proxies & 1 << i) == 0)
continue;
MapTile c = tile.rel.get(i);
if (c.state == STATE_READY) {
drawTile(c, pos);
drawn++;
}
}
return drawn;
}
// just FIXME!
private static void drawProxyTile(MapTile tile, MapPosition pos, boolean parent,
boolean preferParent) {
QuadTree<MapTile> r = tile.rel;
MapTile proxy;
if (!preferParent) {
// prefer drawing children
if (drawProxyChild(tile, pos) == 4)
return;
if (parent) {
// draw parent proxy
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy.state == STATE_READY) {
//Log.d(TAG, "1. draw parent " + proxy);
drawTile(proxy, pos);
}
}
} else if ((tile.proxies & MapTile.PROXY_GRAMPA) != 0) {
// check if parent was already drawn
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy.state == STATE_READY)
return;
}
proxy = r.parent.parent.item;
if (proxy.state == STATE_READY)
drawTile(proxy, pos);
}
} else {
// prefer drawing parent
if (parent) {
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy != null && proxy.state == STATE_READY) {
//Log.d(TAG, "2. draw parent " + proxy);
drawTile(proxy, pos);
return;
}
}
drawProxyChild(tile, pos);
} else if ((tile.proxies & MapTile.PROXY_GRAMPA) != 0) {
// check if parent was already drawn
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy.state == STATE_READY)
return;
}
// this will do nothing, just to check
if (drawProxyChild(tile, pos) > 0)
return;
proxy = r.parent.parent.item;
if (proxy.state == STATE_READY)
drawTile(proxy, pos);
}
}
}
}

View File

@ -24,15 +24,15 @@ import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileLayer;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
import org.oscim.layers.tile.bitmap.TileSource.FadeStep;
import org.oscim.renderer.sublayers.BitmapLayer;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.map.Map;
import org.oscim.renderer.elements.BitmapLayer;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
import org.oscim.utils.FastMath;
import org.oscim.view.Map;
public class BitmapTileLayer extends TileLayer<TileLoader> {
@ -92,7 +92,7 @@ public class BitmapTileLayer extends TileLayer<TileLoader> {
InputStream inputStream = getInputStream(urlConnection);
Bitmap bitmap = CanvasAdapter.g.decodeBitmap(inputStream);
tile.layers = new Layers();
tile.layers = new ElementLayers();
BitmapLayer l = new BitmapLayer(false);
l.setBitmap(bitmap, Tile.SIZE, Tile.SIZE);

View File

@ -12,23 +12,22 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile.test;
package org.oscim.layers.tile.example;
import org.oscim.view.Map;
import org.oscim.backend.Log;
import org.oscim.backend.canvas.Color;
import org.oscim.backend.canvas.Paint.Cap;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileLayer;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
import org.oscim.layers.tile.test.TestTileLayer.TestTileLoader;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.layers.tile.example.TestTileLayer.TestTileLoader;
import org.oscim.map.Map;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.backend.Log;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
public class TestTileLayer extends TileLayer<TestTileLoader> {
final static String TAG = TestTileLayer.class.getName();
@ -53,7 +52,7 @@ public class TestTileLayer extends TileLayer<TestTileLoader> {
@Override
public boolean executeJob(MapTile tile) {
Log.d(TAG, "load tile " + tile);
tile.layers = new Layers();
tile.layers = new ElementLayers();
LineLayer ll = tile.layers.getLineLayer(0);
ll.line = mLineStyle;

View File

@ -12,26 +12,28 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.overlay;
package org.oscim.layers.tile.vector;
import org.oscim.backend.input.MotionEvent;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.layers.ExtrusionRenderLayer;
import org.oscim.layers.InputLayer;
import org.oscim.map.Map;
import org.oscim.renderer.ExtrusionRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.tiling.TileRenderer;
import org.oscim.utils.FastMath;
import org.oscim.view.Map;
/**
* @author Hannes Janetzek
*/
public class BuildingOverlay extends Overlay {
public class BuildingLayer extends InputLayer {
//private final static String TAG = BuildingOverlay.class.getName();
final ExtrusionRenderLayer mExtLayer;
final ExtrusionRenderer mExtLayer;
public BuildingOverlay(Map map, org.oscim.layers.tile.TileRenderLayer tileRenderLayer) {
public BuildingLayer(Map map, TileRenderer tileRenderer) {
super(map);
mExtLayer = new ExtrusionRenderLayer(tileRenderLayer) {
mExtLayer = new ExtrusionRenderer(tileRenderer) {
private long mStartTime;
@Override
@ -70,7 +72,7 @@ public class BuildingOverlay extends Overlay {
super.update(pos, changed, m);
}
};
mLayer = mExtLayer;
mRenderer = mExtLayer;
}
//private int multi;

View File

@ -18,32 +18,32 @@ import org.oscim.backend.Log;
import org.oscim.core.GeoPoint;
import org.oscim.core.MapPosition;
import org.oscim.layers.tile.TileLayer;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
import org.oscim.map.Map;
import org.oscim.theme.IRenderTheme;
import org.oscim.tilesource.ITileDataSource;
import org.oscim.tilesource.MapInfo;
import org.oscim.tilesource.TileSource;
import org.oscim.tilesource.TileSource.OpenResult;
import org.oscim.view.Map;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
import org.oscim.tiling.source.ITileDataSource;
import org.oscim.tiling.source.MapInfo;
import org.oscim.tiling.source.TileSource;
import org.oscim.tiling.source.TileSource.OpenResult;
/**
* The vector-tile-map layer. This class manages instances of
* {@link MapTileLoader} that load and assemble vector tiles
* {@link VectorTileLoader} that load and assemble vector tiles
* for rendering.
*/
public class MapTileLayer extends TileLayer<MapTileLoader> {
private final static String TAG = MapTileLayer.class.getName();
public class VectorTileLayer extends TileLayer<VectorTileLoader> {
private final static String TAG = VectorTileLayer.class.getName();
private TileSource mTileSource;
public MapTileLayer(Map map) {
public VectorTileLayer(Map map) {
super(map);
}
@Override
protected MapTileLoader createLoader(TileManager tm) {
return new MapTileLoader(tm);
protected VectorTileLoader createLoader(TileManager tm) {
return new VectorTileLoader(tm);
}
/**
@ -91,7 +91,7 @@ public class MapTileLayer extends TileLayer<MapTileLoader> {
public void setRenderTheme(IRenderTheme theme) {
pauseLoaders(true);
for (MapTileLoader g : mTileLoader)
for (VectorTileLoader g : mTileLoader)
g.setRenderTheme(theme);
resumeLoaders();

View File

@ -14,7 +14,7 @@
*/
package org.oscim.layers.tile.vector;
import static org.oscim.layers.tile.MapTile.STATE_NONE;
import static org.oscim.tiling.MapTile.STATE_NONE;
import org.oscim.core.GeometryBuffer.GeometryType;
import org.oscim.core.MapElement;
@ -22,16 +22,15 @@ import org.oscim.core.MercatorProjection;
import org.oscim.core.Tag;
import org.oscim.core.TagSet;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
import org.oscim.renderer.sublayers.ExtrusionLayer;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.renderer.sublayers.LineTexLayer;
import org.oscim.renderer.sublayers.PolygonLayer;
import org.oscim.renderer.sublayers.SymbolItem;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.layers.tile.vector.labeling.WayDecorator;
import org.oscim.map.DebugSettings;
import org.oscim.renderer.elements.ExtrusionLayer;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.LineTexLayer;
import org.oscim.renderer.elements.PolygonLayer;
import org.oscim.renderer.elements.SymbolItem;
import org.oscim.renderer.elements.TextItem;
import org.oscim.theme.IRenderCallback;
import org.oscim.theme.IRenderTheme;
import org.oscim.theme.renderinstruction.Area;
@ -41,28 +40,31 @@ import org.oscim.theme.renderinstruction.LineSymbol;
import org.oscim.theme.renderinstruction.RenderInstruction;
import org.oscim.theme.renderinstruction.Symbol;
import org.oscim.theme.renderinstruction.Text;
import org.oscim.tilesource.ITileDataSink;
import org.oscim.tilesource.ITileDataSource;
import org.oscim.tilesource.ITileDataSource.QueryResult;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileLoader;
import org.oscim.tiling.TileManager;
import org.oscim.tiling.source.ITileDataSink;
import org.oscim.tiling.source.ITileDataSource;
import org.oscim.tiling.source.ITileDataSource.QueryResult;
import org.oscim.utils.LineClipper;
import org.oscim.utils.pool.Inlist;
import org.oscim.view.DebugSettings;
import org.oscim.backend.Log;
/**
* @note
* 1. The MapWorkers call MapTileLoader.execute() to load a tile.
* 2. The tile data will be loaded from current MapDatabase
* 3. MapDatabase calls the IMapDataSink functions
* implemented by MapTileLoader for WAY and POI items.
* 4. these callbacks then call RenderTheme to get the matching style.
* 0.
* 1. The ... call MapTileLoader.executeJob() to load a tile.
* 2. The tile data will be loaded from current TileSource
* 3. TileSource calls the IMapDataSink process()
* . implemented by MapTileLoader for MapElement items.
* 4. these callbacks then call RenderTheme to get the matching RenderInstructions (style).
* 5. RenderTheme calls IRenderCallback functions with style information
* 6. Styled items become added to MapTile.layers... roughly
* 6. Styled items become added to MapTile.layers...
*/
public class MapTileLoader extends TileLoader implements IRenderCallback, ITileDataSink {
public class VectorTileLoader extends TileLoader implements IRenderCallback, ITileDataSink {
private static final String TAG = MapTileLoader.class.getName();
private static final String TAG = VectorTileLoader.class.getName();
private static final double STROKE_INCREASE = Math.sqrt(2.5);
private static final byte LAYERS = 11;
@ -117,7 +119,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
debug = debugSettings;
}
public MapTileLoader(TileManager tileManager) {
public VectorTileLoader(TileManager tileManager) {
super(tileManager);
mClipper = new LineClipper(0, 0, Tile.SIZE, Tile.SIZE, true);
@ -155,7 +157,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
* MercatorProjection.EARTH_CIRCUMFERENCE
/ ((long) Tile.SIZE << mTile.zoomLevel));
mTile.layers = new Layers();
mTile.layers = new ElementLayers();
// query database, which calls renderWay and renderPOI
// callbacks while processing map tile data.
@ -508,7 +510,7 @@ public class MapTileLoader extends TileLoader implements IRenderCallback, ITileD
SymbolItem it = SymbolItem.pool.get();
it.x = mElement.points[0];
it.y = mElement.points[1];
it.symbol = symbol.texture;
it.texRegion = symbol.texture;
it.billboard = true;
mTile.symbols = Inlist.push(mTile.symbols, it);

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@ -12,19 +12,19 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.labeling;
package org.oscim.layers.tile.vector.labeling;
import org.oscim.backend.canvas.Color;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.TextItem;
import org.oscim.theme.renderinstruction.Line;
class Debug {
private final static float[] mDebugPoints = new float[4];
static void addDebugBox(Layers dbg, Label l, TextItem ti, int overlaps, boolean prev,
static void addDebugBox(ElementLayers dbg, Label l, TextItem ti, int overlaps, boolean prev,
float scale) {
LineLayer ll;
@ -60,7 +60,7 @@ class Debug {
}
}
static void addDebugLayers(Layers dbg) {
static void addDebugLayers(ElementLayers dbg) {
int alpha = 0xaaffffff;
dbg.clear();

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@ -12,10 +12,10 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.labeling;
package org.oscim.layers.tile.vector.labeling;
import org.oscim.layers.tile.MapTile;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.elements.TextItem;
import org.oscim.tiling.MapTile;
import org.oscim.utils.OBB2D;
class Label extends TextItem {

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@ -12,32 +12,32 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.labeling;
package org.oscim.layers.tile.vector.labeling;
import org.oscim.backend.input.MotionEvent;
import org.oscim.core.MapPosition;
import org.oscim.layers.InputLayer;
import org.oscim.layers.tile.TileRenderLayer;
import org.oscim.view.Map;
import org.oscim.map.Map;
import org.oscim.tiling.TileRenderer;
import org.oscim.backend.Log;
public class LabelLayer extends InputLayer {
private final static String TAG = LabelLayer.class.getName();
final TextRenderLayer mTextLayer;
final TextRenderer mTextRenderer;
public LabelLayer(Map map, TileRenderLayer tileRenderLayer) {
public LabelLayer(Map map, TileRenderer tileRenderLayer) {
super(map);
//mTextLayer = new org.oscim.renderer.layers.TextRenderLayer(map, tileRenderLayer);
mTextLayer = new TextRenderLayer(map, tileRenderLayer);
mLayer = mTextLayer;
mTextRenderer = new TextRenderer(map, tileRenderLayer);
mRenderer = mTextRenderer;
}
@Override
public void onUpdate(MapPosition mapPosition, boolean changed, boolean clear) {
if (clear)
mTextLayer.clearLabels();
mTextRenderer.clearLabels();
}
private int multi;
@ -47,17 +47,21 @@ public class LabelLayer extends InputLayer {
int action = e.getAction() & MotionEvent.ACTION_MASK;
if (action == MotionEvent.ACTION_POINTER_DOWN) {
multi++;
mTextLayer.hold(true);
mTextRenderer.hold(true);
} else if (action == MotionEvent.ACTION_POINTER_UP) {
multi--;
if (multi == 0)
mTextLayer.hold(false);
mTextRenderer.hold(false);
} else if (action == MotionEvent.ACTION_CANCEL) {
multi = 0;
Log.d(TAG, "cancel " + multi);
mTextLayer.hold(false);
mTextRenderer.hold(false);
}
return false;
}
@Override
public void onDetach() {
}
}

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@ -13,7 +13,7 @@
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.labeling;
package org.oscim.layers.tile.vector.labeling;
// TODO
// 1. rewrite. seriously
@ -30,30 +30,29 @@ package org.oscim.layers.labeling;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileRenderLayer;
import org.oscim.layers.tile.TileSet;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
import org.oscim.renderer.ElementRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.layers.BasicRenderLayer;
import org.oscim.renderer.sublayers.Layer;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.LineRenderer;
import org.oscim.renderer.sublayers.PolygonRenderer;
import org.oscim.renderer.sublayers.SymbolItem;
import org.oscim.renderer.sublayers.SymbolLayer;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.sublayers.TextLayer;
import org.oscim.renderer.sublayers.TextureLayer;
import org.oscim.renderer.sublayers.TextureRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.RenderElement;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.PolygonLayer;
import org.oscim.renderer.elements.SymbolItem;
import org.oscim.renderer.elements.SymbolLayer;
import org.oscim.renderer.elements.TextItem;
import org.oscim.renderer.elements.TextLayer;
import org.oscim.renderer.elements.TextureLayer;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileRenderer;
import org.oscim.tiling.TileSet;
import org.oscim.utils.FastMath;
import org.oscim.utils.OBB2D;
import org.oscim.utils.pool.LList;
import org.oscim.utils.pool.Pool;
import org.oscim.view.Map;
import org.oscim.view.Viewport;
class TextRenderLayer extends BasicRenderLayer {
class TextRenderer extends ElementRenderer {
//private final static String TAG = TextRenderLayer.class.getName();
private final static float MIN_CAPTION_DIST = 5;
@ -130,10 +129,10 @@ class TextRenderLayer extends BasicRenderLayer {
private float mSquareRadius;
private int mRelabelCnt;
private final TileRenderLayer mTileLayer;
private final TileRenderer mTileLayer;
private final Map mMap;
public TextRenderLayer(Map map, TileRenderLayer baseLayer) {
public TextRenderer(Map map, TileRenderer baseLayer) {
mMap = map;
mViewport = map.getViewport();
mTileLayer = baseLayer;
@ -259,7 +258,7 @@ class TextRenderLayer extends BasicRenderLayer {
return false;
}
private Layers mDebugLayer;
private ElementLayers mDebugLayer;
private Label getLabel() {
Label l = (Label) mPool.get();
@ -304,9 +303,9 @@ class TextRenderLayer extends BasicRenderLayer {
return false;
}
Layers dbg = null;
ElementLayers dbg = null;
if (mMap.getDebugSettings().debugLabels)
dbg = new Layers();
dbg = new ElementLayers();
int mw = (mMap.getWidth() + Tile.SIZE) / 2;
int mh = (mMap.getHeight() + Tile.SIZE) / 2;
@ -529,7 +528,7 @@ class TextRenderLayer extends BasicRenderLayer {
if (ti.text.caption){
if (ti.text.texture != null) {
SymbolItem s = SymbolItem.pool.get();
s.symbol = ti.text.texture;
s.texRegion = ti.text.texture;
s.x = ti.x;
s.y = ti.y;
s.billboard = true;
@ -559,12 +558,12 @@ class TextRenderLayer extends BasicRenderLayer {
dx = flipLongitude(dx, maxx);
for (SymbolItem ti = t.symbols; ti != null; ti = ti.next) {
if (ti.symbol == null)
if (ti.texRegion == null)
continue;
SymbolItem s = SymbolItem.pool.get();
s.symbol = ti.symbol;
s.texRegion = ti.texRegion;
s.x = (float) ((dx + ti.x) * scale);
s.y = (float) ((dy + ti.y) * scale);
s.billboard = true;
@ -703,20 +702,20 @@ class TextRenderLayer extends BasicRenderLayer {
setMatrix(pos, m, true);
if (layers.baseLayers != null) {
for (Layer l = layers.baseLayers; l != null;) {
if (l.type == Layer.POLYGON) {
l = PolygonRenderer.draw(pos, l, m, true, 1, false);
for (RenderElement l = layers.baseLayers; l != null;) {
if (l.type == RenderElement.POLYGON) {
l = PolygonLayer.Renderer.draw(pos, l, m, true, 1, false);
} else {
float div = scale * (float) (pos.scale / (1 << pos.zoomLevel));
l = LineRenderer.draw(layers, l, pos, m, div, 0);
l = LineLayer.Renderer.draw(layers, l, pos, m, div, 0);
}
}
}
setMatrix(pos, m, false);
for (Layer l = layers.textureLayers; l != null;)
l = TextureRenderer.draw(l, scale, m);
for (RenderElement l = layers.textureLayers; l != null;)
l = TextureLayer.Renderer.draw(l, scale, m);
}
//private boolean mHolding;

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@ -13,12 +13,12 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile.vector;
package org.oscim.layers.tile.vector.labeling;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.elements.TextItem;
import org.oscim.theme.renderinstruction.Text;
import org.oscim.tiling.MapTile;
import org.oscim.utils.GeometryUtils;
import org.oscim.utils.LineClipper;

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@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.view;
package org.oscim.map;
/**
* A simple DTO to stores flags for debugging rendered map tiles.

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@ -14,7 +14,7 @@
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.view;
package org.oscim.map;
import java.util.AbstractList;
import java.util.concurrent.CopyOnWriteArrayList;
@ -23,11 +23,9 @@ import org.oscim.backend.Log;
import org.oscim.backend.input.KeyEvent;
import org.oscim.backend.input.MotionEvent;
import org.oscim.core.MapPosition;
import org.oscim.core.Point;
import org.oscim.layers.InputLayer;
import org.oscim.layers.Layer;
import org.oscim.layers.overlay.Overlay.Snappable;
import org.oscim.renderer.RenderLayer;
import org.oscim.renderer.LayerRenderer;
public class Layers extends AbstractList<Layer> {
private final static String TAG = Layers.class.getName();
@ -68,13 +66,13 @@ public class Layers extends AbstractList<Layer> {
}
private boolean mDirtyLayers;
private RenderLayer[] mDrawLayers;
private LayerRenderer[] mLayerRenderer;
public RenderLayer[] getRenderLayers() {
public LayerRenderer[] getLayerRenderer() {
if (mDirtyLayers)
updateLayers();
return mDrawLayers;
return mLayerRenderer;
}
public void onUpdate(MapPosition mapPosition, boolean changed, boolean clear) {
@ -108,7 +106,7 @@ public class Layers extends AbstractList<Layer> {
for (int i = 0, n = mLayerList.size(); i < n; i++) {
Layer o = mLayerList.get(i);
if (o.getLayer() != null)
if (o.getRenderer() != null)
numRenderLayers++;
if (o instanceof InputLayer)
@ -117,14 +115,14 @@ public class Layers extends AbstractList<Layer> {
mLayers[i] = o;
}
mDrawLayers = new RenderLayer[numRenderLayers];
mLayerRenderer = new LayerRenderer[numRenderLayers];
mInputLayer = new InputLayer[numInputLayers];
for (int i = 0, cntR = 0, cntI = 1, n = mLayerList.size(); i < n; i++) {
Layer o = mLayerList.get(i);
RenderLayer l = o.getLayer();
LayerRenderer l = o.getRenderer();
if (l != null)
mDrawLayers[cntR++] = l;
mLayerRenderer[cntR++] = l;
if (o instanceof InputLayer) {
// sort from top to bottom, so that highest layers
@ -218,18 +216,6 @@ public class Layers extends AbstractList<Layer> {
return false;
}
public boolean onSnapToItem(int x, int y, Point snapPoint) {
if (mDirtyLayers)
updateLayers();
for (InputLayer o : mInputLayer)
if (o instanceof Snappable)
if (((Snappable) o).onSnapToItem(x, y, snapPoint))
return true;
return false;
}
// /* GestureDetector.OnDoubleTapListener */
//
// public boolean onDoubleTap(MotionEvent e) {

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@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.view;
package org.oscim.map;
import org.oscim.backend.Log;
import org.oscim.core.BoundingBox;
@ -20,13 +20,13 @@ import org.oscim.core.GeoPoint;
import org.oscim.core.MapPosition;
import org.oscim.layers.MapEventLayer;
import org.oscim.layers.tile.bitmap.BitmapTileLayer;
import org.oscim.layers.tile.vector.MapTileLayer;
import org.oscim.layers.tile.vector.MapTileLoader;
import org.oscim.renderer.GLRenderer;
import org.oscim.layers.tile.vector.VectorTileLayer;
import org.oscim.layers.tile.vector.VectorTileLoader;
import org.oscim.renderer.MapRenderer;
import org.oscim.theme.IRenderTheme;
import org.oscim.theme.InternalRenderTheme;
import org.oscim.theme.ThemeLoader;
import org.oscim.tilesource.TileSource;
import org.oscim.tiling.source.TileSource;
import org.oscim.utils.async.AsyncExecutor;
public abstract class Map {
@ -45,7 +45,7 @@ public abstract class Map {
protected boolean mClearMap;
protected final MapEventLayer mEventLayer;
private MapTileLayer mBaseLayer;
private VectorTileLayer mBaseLayer;
//private BitmapTileLayer mBackgroundLayer;
public Map() {
@ -58,7 +58,7 @@ public abstract class Map {
mAsyncExecutor = new AsyncExecutor(2);
mDebugSettings = new DebugSettings();
MapTileLoader.setDebugSettings(mDebugSettings);
VectorTileLoader.setDebugSettings(mDebugSettings);
mEventLayer = new MapEventLayer(this);
mLayers.add(0, mEventLayer);
@ -68,8 +68,8 @@ public abstract class Map {
return mEventLayer;
}
public MapTileLayer setBaseMap(TileSource tileSource) {
mBaseLayer = new MapTileLayer(this);
public VectorTileLayer setBaseMap(TileSource tileSource) {
mBaseLayer = new VectorTileLayer(this);
mBaseLayer.setTileSource(tileSource);
mLayers.add(1, mBaseLayer);
@ -81,7 +81,7 @@ public abstract class Map {
mLayers.add(1, tileLayer);
}
public MapTileLayer setBaseMap(BitmapTileLayer tileLayer) {
public VectorTileLayer setBaseMap(BitmapTileLayer tileLayer) {
mLayers.add(1, tileLayer);
return null;
}
@ -106,7 +106,7 @@ public abstract class Map {
mCurrentTheme = theme;
mBaseLayer.setRenderTheme(t);
GLRenderer.setBackgroundColor(t.getMapBackground());
MapRenderer.setBackgroundColor(t.getMapBackground());
clearMap();
}

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@ -1,4 +1,4 @@
package org.oscim.view;
package org.oscim.map;
import org.oscim.core.BoundingBox;
import org.oscim.core.GeoPoint;

View File

@ -13,7 +13,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.view;
package org.oscim.map;
import org.oscim.core.BoundingBox;
import org.oscim.core.Box;

View File

@ -12,22 +12,19 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers;
package org.oscim.renderer;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.sublayers.BitmapLayer;
import org.oscim.renderer.sublayers.BitmapRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.BitmapLayer;
/**
* RenderLayer to draw a custom Bitmap.
* NOTE: Only modify the Bitmap within a synchronized block!
* synchronized(bitmap){}
* Then call updateBitmap().
* synchronized(bitmap){} Then call updateBitmap().
*/
public class BitmapRenderLayer extends BasicRenderLayer {
public class BitmapRenderer extends ElementRenderer {
private Bitmap mBitmap;
private int mWidth;
@ -87,6 +84,6 @@ public class BitmapRenderLayer extends BasicRenderLayer {
@Override
protected synchronized void render(MapPosition pos, Matrices m) {
m.useScreenCoordinates(false, 8);
BitmapRenderer.draw(layers.textureLayers, m, 1, 1);
BitmapLayer.Renderer.draw(layers.textureLayers, m, 1, 1);
}
}

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@ -12,33 +12,29 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers;
package org.oscim.renderer;
import org.oscim.backend.GL20;
import org.oscim.core.MapPosition;
import org.oscim.renderer.BufferObject;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.renderer.RenderLayer;
import org.oscim.renderer.sublayers.BitmapRenderer;
import org.oscim.renderer.sublayers.Layer;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.LineRenderer;
import org.oscim.renderer.sublayers.LineTexRenderer;
import org.oscim.renderer.sublayers.PolygonRenderer;
import org.oscim.renderer.sublayers.TextureRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.BitmapLayer;
import org.oscim.renderer.elements.RenderElement;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.LineTexLayer;
import org.oscim.renderer.elements.PolygonLayer;
import org.oscim.renderer.elements.TextureLayer;
import org.oscim.utils.FastMath;
/**
* Base class to use the renderer.sublayers for drawing
*/
public abstract class BasicRenderLayer extends RenderLayer {
public abstract class ElementRenderer extends LayerRenderer {
public final Layers layers;
public final ElementLayers layers;
public BasicRenderLayer() {
layers = new Layers();
public ElementRenderer() {
layers = new ElementLayers();
}
/**
@ -58,18 +54,18 @@ public abstract class BasicRenderLayer extends RenderLayer {
if (layers.baseLayers != null) {
setMatrix(curPos, m, true);
for (Layer l = layers.baseLayers; l != null;) {
for (RenderElement l = layers.baseLayers; l != null;) {
switch (l.type) {
case Layer.POLYGON:
l = PolygonRenderer.draw(curPos, l, m, true, 1, false);
case RenderElement.POLYGON:
l = PolygonLayer.Renderer.draw(curPos, l, m, true, 1, false);
break;
case Layer.LINE:
l = LineRenderer.draw(layers, l, curPos, m, div, simple);
case RenderElement.LINE:
l = LineLayer.Renderer.draw(layers, l, curPos, m, div, simple);
break;
case Layer.TEXLINE:
l = LineTexRenderer.draw(layers, l, curPos, m, div);
case RenderElement.TEXLINE:
l = LineTexLayer.Renderer.draw(layers, l, curPos, m, div);
break;
}
}
@ -80,14 +76,14 @@ public abstract class BasicRenderLayer extends RenderLayer {
float scale = (float) (pos.scale / curPos.scale);
for (Layer l = layers.textureLayers; l != null;) {
for (RenderElement l = layers.textureLayers; l != null;) {
switch (l.type) {
case Layer.BITMAP:
l = BitmapRenderer.draw(l, m, 1, 1);
case RenderElement.BITMAP:
l = BitmapLayer.Renderer.draw(l, m, 1, 1);
break;
default:
l = TextureRenderer.draw(l, scale, m);
l = TextureLayer.Renderer.draw(l, scale, m);
}
}
}
@ -106,7 +102,7 @@ public abstract class BasicRenderLayer extends RenderLayer {
if (layers.vbo == null)
layers.vbo = BufferObject.get(GL20.GL_ARRAY_BUFFER, newSize);
if (GLRenderer.uploadLayers(layers, newSize, true))
if (MapRenderer.uploadLayers(layers, newSize, true))
setReady(true);
}
}

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@ -12,33 +12,33 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers;
package org.oscim.renderer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileRenderLayer;
import org.oscim.layers.tile.TileSet;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.renderer.RenderLayer;
import org.oscim.renderer.sublayers.ExtrusionLayer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.ExtrusionLayer;
import org.oscim.tiling.MapTile;
import org.oscim.tiling.TileRenderer;
import org.oscim.tiling.TileSet;
import org.oscim.utils.GlUtils;
public class ExtrusionRenderLayer extends RenderLayer {
private final static String TAG = ExtrusionRenderLayer.class.getName();
// TODO move MapTile part to BuildingLayer and make
// this class work on ExtrusionLayers
public class ExtrusionRenderer extends LayerRenderer {
private final static String TAG = ExtrusionRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
private final TileRenderLayer mTileLayer;
private final TileRenderer mTileLayer;
protected float mAlpha = 1;
public ExtrusionRenderLayer(TileRenderLayer tileRenderLayer) {
public ExtrusionRenderer(TileRenderer tileRenderLayer) {
mTileLayer = tileRenderLayer;
mTileSet = new TileSet();
}
@ -127,7 +127,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
if (!el.compiled) {
int numShorts = el.mNumVertices * 8;
el.compile(GLRenderer.getShortBuffer(numShorts));
el.compile(MapRenderer.getShortBuffer(numShorts));
GlUtils.checkGlError("...");
}
@ -254,7 +254,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
for (int i = 0; i < mTileCnt; i++) {
MapTile t = tiles[i];
ExtrusionLayer el = (ExtrusionLayer) t.layers.extrusionLayers;
int d = GLRenderer.depthOffset(t) * 10;
int d = MapRenderer.depthOffset(t) * 10;
setMatrix(pos, m, t, d);
m.mvp.setAsUniform(uExtMatrix);
@ -280,7 +280,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
ExtrusionLayer el = (ExtrusionLayer) t.layers.extrusionLayers;
GL.glDepthFunc(GL20.GL_EQUAL);
int d = GLRenderer.depthOffset(t) * 10;
int d = MapRenderer.depthOffset(t) * 10;
setMatrix(pos, m, t, d);
m.mvp.setAsUniform(uExtMatrix);
@ -341,7 +341,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
float x = (float) ((tile.x - pos.x) * curScale);
float y = (float) ((tile.y - pos.y) * curScale);
m.mvp.setTransScale(x, y, scale / GLRenderer.COORD_SCALE);
m.mvp.setTransScale(x, y, scale / MapRenderer.COORD_SCALE);
// scale height
m.mvp.setValue(10, scale / 10);

View File

@ -12,21 +12,21 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers;
package org.oscim.renderer;
import org.oscim.backend.canvas.Color;
import org.oscim.backend.canvas.Paint.Cap;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.sublayers.TextLayer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.TextItem;
import org.oscim.renderer.elements.TextLayer;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.theme.renderinstruction.Text;
public class GridRenderLayer extends BasicRenderLayer {
public class GridRenderer extends ElementRenderer {
// private final static String TILE_FORMAT = "%d/%d/%d";
private final TextLayer mTextLayer;
private final Text mText;
@ -37,7 +37,7 @@ public class GridRenderLayer extends BasicRenderLayer {
private int mCurX, mCurY, mCurZ;
public GridRenderLayer() {
public GridRenderer() {
int size = Tile.SIZE;

View File

@ -16,9 +16,9 @@ package org.oscim.renderer;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.MapRenderer.Matrices;
public abstract class RenderLayer {
public abstract class LayerRenderer {
/**
* Use mMapPosition.copy(position) to keep the position for which
@ -32,20 +32,20 @@ public abstract class RenderLayer {
/**
* Set 'ready for render' state when layer data is ready for rendering.
* This will
* */
protected void setReady(boolean ready){
*
* @param true if render() should be called, false otherwise.
*/
protected void setReady(boolean ready) {
isReady = ready;
}
public RenderLayer() {
public LayerRenderer() {
mMapPosition = new MapPosition();
}
/**
* ////////////////////// GLRender Thread ///////////////////////////
* 1. Called first by GLRenderer:
* Update the layer state here.
* ////////////////////// MapRender Thread ///////////////////////////
* 1. Called first by MapRenderer: Update the state here.
*
* @param position current MapPosition
* @param changed
@ -64,7 +64,7 @@ public abstract class RenderLayer {
protected abstract void compile();
/**
* 3. Draw layer:
* 3. Draw layer: called by MapRenderer when isReady == true.
*
* @param position current MapPosition
* @param matrices contains the current view- and projection-matrices.
@ -100,7 +100,7 @@ public abstract class RenderLayer {
// x -= 1.0;
matrices.mvp.setTransScale((float) (x * tileScale), (float) (y * tileScale),
(float) ((position.scale / oPos.scale) / GLRenderer.COORD_SCALE));
(float) ((position.scale / oPos.scale) / MapRenderer.COORD_SCALE));
matrices.mvp.multiplyLhs(project ? matrices.viewproj : matrices.view);
}

View File

@ -25,17 +25,17 @@ import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.layers.tile.MapTile;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.tiling.MapTile;
import org.oscim.utils.GlUtils;
import org.oscim.utils.Matrix4;
import org.oscim.utils.pool.Inlist;
import org.oscim.utils.pool.Pool;
import org.oscim.view.Map;
import org.oscim.view.Viewport;
public class GLRenderer {
private static final String TAG = GLRenderer.class.getName();
public class MapRenderer {
private static final String TAG = MapRenderer.class.getName();
private static GL20 GL = GLAdapter.get();
@ -148,7 +148,7 @@ public class GLRenderer {
* @param map
* the MapView
*/
public GLRenderer(Map map) {
public MapRenderer(Map map) {
mMap = map;
mViewport = map.getViewport();
@ -232,7 +232,7 @@ public class GLRenderer {
return b.intBuffer;
}
public static boolean uploadLayers(Layers layers, int newSize,
public static boolean uploadLayers(ElementLayers layers, int newSize,
boolean addFill) {
// add fill coordinates
if (addFill)
@ -315,10 +315,10 @@ public class GLRenderer {
//GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
/* update layers */
RenderLayer[] layers = mMap.getLayers().getRenderLayers();
LayerRenderer[] layers = mMap.getLayers().getLayerRenderer();
for (int i = 0, n = layers.length; i < n; i++) {
RenderLayer renderLayer = layers[i];
LayerRenderer renderLayer = layers[i];
renderLayer.update(pos, changed, mMatrices);
@ -385,7 +385,7 @@ public class GLRenderer {
indices[i + 4] = (short) (j + 1);
indices[i + 5] = (short) (j + 3);
}
ShortBuffer buf = GLRenderer.getShortBuffer(indices.length);
ShortBuffer buf = MapRenderer.getShortBuffer(indices.length);
buf.put(indices);
buf.flip();
@ -396,7 +396,7 @@ public class GLRenderer {
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
// initialize default quad
FloatBuffer floatBuffer = GLRenderer.getFloatBuffer(indices.length);
FloatBuffer floatBuffer = MapRenderer.getFloatBuffer(indices.length);
float[] quad = new float[] { -1, -1, -1, 1, 1, -1, 1, 1 };
floatBuffer.put(quad);
@ -423,7 +423,7 @@ public class GLRenderer {
// Log.d(TAG, GL.glGetString(GL20.GL_EXTENSIONS));
// classes that require GL context for initialization
Layers.initRenderer();
ElementLayers.initRenderer();
// Set up some vertex buffer objects
BufferObject.init(CACHE_TILES);

View File

@ -17,7 +17,7 @@ package org.oscim.renderer.atlas;
import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.canvas.Canvas;
import org.oscim.renderer.atlas.TextureAtlas.Rect;
import org.oscim.renderer.sublayers.TextureItem;
import org.oscim.renderer.elements.TextureItem;
import org.oscim.utils.pool.Inlist;

View File

@ -63,7 +63,7 @@ import java.util.HashMap;
import org.oscim.backend.Log;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.renderer.sublayers.TextureItem;
import org.oscim.renderer.elements.TextureItem;
import org.oscim.utils.pool.Inlist;

View File

@ -0,0 +1,265 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.utils.GlUtils;
/**
* Renderer for a single bitmap, width and height must be power of 2.
*/
public class BitmapLayer extends TextureLayer {
// private final static String TAG = BitmapLayer.class.getName();
private Bitmap mBitmap;
private final boolean mReuseBitmap;
private final short[] mVertices;
/**
* @param reuseBitmap false if the Bitmap should be recycled after
* it is compiled to texture.
*/
public BitmapLayer(boolean reuseBitmap) {
type = RenderElement.BITMAP;
mReuseBitmap = reuseBitmap;
mVertices = new short[24];
// used for size calculation of Layers buffer.
verticesCnt = 4;
}
public void setBitmap(Bitmap bitmap, int w, int h) {
mWidth = w;
mHeight = h;
mBitmap = bitmap;
if (this.textures == null)
this.textures = new TextureItem(mBitmap);
TextureItem ti = this.textures;
ti.vertices = TextureLayer.Renderer.INDICES_PER_SPRITE;
}
private int mWidth, mHeight;
/**
* Set target dimension to renderthe bitmap
*/
public void setSize(int w, int h) {
mWidth = w;
mHeight = h;
}
private void setVertices(ShortBuffer sbuf) {
short[] buf = mVertices;
short w = (short) (mWidth * MapRenderer.COORD_SCALE);
short h = (short) (mHeight * MapRenderer.COORD_SCALE);
short t = 1;
int pos = 0;
// top-left
buf[pos++] = 0;
buf[pos++] = 0;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = 0;
buf[pos++] = 0;
// bot-left
buf[pos++] = 0;
buf[pos++] = h;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = 0;
buf[pos++] = t;
// top-right
buf[pos++] = w;
buf[pos++] = 0;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = t;
buf[pos++] = 0;
// bot-right
buf[pos++] = w;
buf[pos++] = h;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = t;
buf[pos++] = t;
this.offset = sbuf.position() * 2; // bytes
sbuf.put(buf);
}
@Override
public boolean prepare() {
return false;
}
@Override
protected void compile(ShortBuffer sbuf) {
if (mBitmap == null)
return;
setVertices(sbuf);
textures.upload();
if (!mReuseBitmap) {
mBitmap.recycle();
mBitmap = null;
textures.bitmap = null;
}
}
@Override
protected void clear() {
if (mBitmap != null) {
if (!mReuseBitmap)
mBitmap.recycle();
mBitmap = null;
textures.bitmap = null;
}
TextureItem.releaseTexture(textures);
textures = null;
VertexItem.pool.releaseAll(vertexItems);
vertexItems = null;
}
public static final class Renderer {
//private final static String TAG = BitmapRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
public final static boolean debug = true;
private static int mTextureProgram;
private static int hTextureMVMatrix;
private static int hTextureProjMatrix;
private static int hTextureVertex;
private static int hTextureScale;
private static int hTextureScreenScale;
private static int hTextureTexCoord;
private static int hAlpha;
public final static int INDICES_PER_SPRITE = 6;
final static int VERTICES_PER_SPRITE = 4;
final static int SHORTS_PER_VERTICE = 6;
static void init() {
mTextureProgram = GlUtils.createProgram(textVertexShader,
textFragmentShader);
hTextureMVMatrix = GL.glGetUniformLocation(mTextureProgram, "u_mv");
hTextureProjMatrix = GL.glGetUniformLocation(mTextureProgram, "u_proj");
hTextureScale = GL.glGetUniformLocation(mTextureProgram, "u_scale");
hTextureScreenScale = GL.glGetUniformLocation(mTextureProgram, "u_swidth");
hTextureVertex = GL.glGetAttribLocation(mTextureProgram, "vertex");
hTextureTexCoord = GL.glGetAttribLocation(mTextureProgram, "tex_coord");
hAlpha = GL.glGetUniformLocation(mTextureProgram, "u_alpha");
}
public static RenderElement draw(RenderElement renderElement, Matrices m, float scale, float alpha) {
//GLState.test(false, false);
GLState.blend(true);
GLState.useProgram(mTextureProgram);
GLState.enableVertexArrays(hTextureTexCoord, hTextureVertex);
TextureLayer tl = (TextureLayer) renderElement;
if (tl.fixed)
GL.glUniform1f(hTextureScale, (float) Math.sqrt(scale));
else
GL.glUniform1f(hTextureScale, 1);
GL.glUniform1f(hTextureScreenScale, 1f / MapRenderer.screenWidth);
GL.glUniform1f(hAlpha, alpha);
m.proj.setAsUniform(hTextureProjMatrix);
m.mvp.setAsUniform(hTextureMVMatrix);
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, MapRenderer.mQuadIndicesID);
for (TextureItem ti = tl.textures; ti != null; ti = ti.next) {
ti.bind();
int maxVertices = MapRenderer.maxQuads * INDICES_PER_SPRITE;
// draw up to maxVertices in each iteration
for (int i = 0; i < ti.vertices; i += maxVertices) {
// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
int off = (ti.offset + i) * 8 + tl.offset;
GL.glVertexAttribPointer(hTextureVertex, 4,
GL20.GL_SHORT, false, 12, off);
GL.glVertexAttribPointer(hTextureTexCoord, 2,
GL20.GL_SHORT, false, 12, off + 8);
int numVertices = ti.vertices - i;
if (numVertices > maxVertices)
numVertices = maxVertices;
GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
GL20.GL_UNSIGNED_SHORT, 0);
}
}
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
return renderElement.next;
}
private final static String textVertexShader = ""
+ "precision mediump float; "
+ "attribute vec4 vertex;"
+ "attribute vec2 tex_coord;"
+ "uniform mat4 u_mv;"
+ "uniform mat4 u_proj;"
+ "uniform float u_scale;"
+ "uniform float u_swidth;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_Position = u_mv * vec4(vertex.xy, 0.0, 1.0);"
+ " tex_c = tex_coord;"
+ "}";
private final static String textFragmentShader = ""
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ "uniform float u_alpha;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_FragColor = texture2D(tex, tex_c.xy) * u_alpha;"
+ "}";
}
}

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
@ -21,24 +21,24 @@ import org.oscim.theme.renderinstruction.Line;
import org.oscim.backend.Log;
public class Layers {
private final static String TAG = Layers.class.getName();
public class ElementLayers {
private final static String TAG = ElementLayers.class.getName();
public static void initRenderer() {
LineRenderer.init();
LineTexRenderer.init();
PolygonRenderer.init();
TextureRenderer.init();
BitmapRenderer.init();
LineLayer.Renderer.init();
LineTexLayer.Renderer.init();
PolygonLayer.Renderer.init();
TextureLayer.Renderer.init();
BitmapLayer.Renderer.init();
TextureItem.init(0);
}
// mixed Polygon- and LineLayer
public Layer baseLayers;
public RenderElement baseLayers;
// Text- and SymbolLayer
public Layer textureLayers;
public RenderElement textureLayers;
//
public Layer extrusionLayers;
public RenderElement extrusionLayers;
// VBO holds all vertex data to draw lines and polygons
// after are compilation.
@ -52,7 +52,7 @@ public class Layers {
// To not need to switch VertexAttribPointer positions all the time:
// 1. polygons are packed in VBO at offset 0
// 2. lines afterwards at lineOffset
// 3. other layers keep their byte offset in Layer.offset
// 3. other layers keep their byte offset in RenderElement.offset
public int lineOffset;
public int texLineOffset;
@ -60,14 +60,14 @@ public class Layers {
// used for animations
public long time;
private Layer mCurLayer;
private RenderElement mCurLayer;
/**
* add the LineLayer for a level with a given Line style. Levels are
* ordered from bottom (0) to top
*/
public LineLayer addLineLayer(int level, Line style) {
LineLayer ll = (LineLayer) getLayer(level, Layer.LINE);
LineLayer ll = (LineLayer) getLayer(level, RenderElement.LINE);
if (ll == null)
return null;
@ -82,7 +82,7 @@ public class Layers {
* bottom (0) to top
*/
public LineLayer getLineLayer(int level) {
return (LineLayer) getLayer(level, Layer.LINE);
return (LineLayer) getLayer(level, RenderElement.LINE);
}
/**
@ -91,7 +91,7 @@ public class Layers {
*/
public PolygonLayer getPolygonLayer(int level) {
return (PolygonLayer) getLayer(level, Layer.POLYGON);
return (PolygonLayer) getLayer(level, RenderElement.POLYGON);
}
/**
@ -100,7 +100,7 @@ public class Layers {
*/
public LineTexLayer getLineTexLayer(int level) {
return (LineTexLayer) getLayer(level, Layer.TEXLINE);
return (LineTexLayer) getLayer(level, RenderElement.TEXLINE);
}
public TextLayer addTextLayer(TextLayer textLayer) {
@ -109,12 +109,12 @@ public class Layers {
return textLayer;
}
private Layer getLayer(int level, byte type) {
Layer l = baseLayers;
Layer layer = null;
private RenderElement getLayer(int level, byte type) {
RenderElement l = baseLayers;
RenderElement renderElement = null;
if (mCurLayer != null && mCurLayer.level == level) {
layer = mCurLayer;
renderElement = mCurLayer;
} else {
if (l == null || l.level > level) {
@ -124,7 +124,7 @@ public class Layers {
while (true) {
// found layer
if (l.level == level) {
layer = l;
renderElement = l;
break;
}
@ -136,40 +136,40 @@ public class Layers {
}
}
if (layer == null) {
// add a new Layer
if (type == Layer.LINE)
layer = new LineLayer(level);
else if (type == Layer.POLYGON)
layer = new PolygonLayer(level);
else if (type == Layer.TEXLINE)
layer = new LineTexLayer(level);
if (renderElement == null) {
// add a new RenderElement
if (type == RenderElement.LINE)
renderElement = new LineLayer(level);
else if (type == RenderElement.POLYGON)
renderElement = new PolygonLayer(level);
else if (type == RenderElement.TEXLINE)
renderElement = new LineTexLayer(level);
else
// TODO throw execption
return null;
if (l == null) {
// insert at start
layer.next = baseLayers;
baseLayers = layer;
renderElement.next = baseLayers;
baseLayers = renderElement;
} else {
layer.next = l.next;
l.next = layer;
renderElement.next = l.next;
l.next = renderElement;
}
}
}
if (layer.type != type) {
if (renderElement.type != type) {
// check if found layer matches requested type
Log.d(TAG, "BUG wrong layer " + layer.type + " " + type +
" on layer " + layer.level);
Log.d(TAG, "BUG wrong layer " + renderElement.type + " " + type +
" on layer " + renderElement.level);
// TODO throw exception
return null;
}
mCurLayer = layer;
mCurLayer = renderElement;
return layer;
return renderElement;
}
private final static int[] VERTEX_SHORT_CNT = {
@ -185,10 +185,10 @@ public class Layers {
public int getSize() {
int size = 0;
for (Layer l = baseLayers; l != null; l = l.next)
for (RenderElement l = baseLayers; l != null; l = l.next)
size += l.verticesCnt * VERTEX_SHORT_CNT[l.type];
for (Layer l = textureLayers; l != null; l = l.next)
for (RenderElement l = textureLayers; l != null; l = l.next)
size += l.verticesCnt * TEXTURE_VERTEX_SHORTS;
return size;
@ -204,14 +204,14 @@ public class Layers {
size = 8;
}
size += addLayerItems(sbuf, baseLayers, Layer.POLYGON, pos);
size += addLayerItems(sbuf, baseLayers, RenderElement.POLYGON, pos);
lineOffset = size * SHORT_BYTES;
size += addLayerItems(sbuf, baseLayers, Layer.LINE, 0);
size += addLayerItems(sbuf, baseLayers, RenderElement.LINE, 0);
texLineOffset = size * SHORT_BYTES;
for (Layer l = baseLayers; l != null; l = l.next) {
if (l.type == Layer.TEXLINE) {
for (RenderElement l = baseLayers; l != null; l = l.next) {
if (l.type == RenderElement.TEXLINE) {
addPoolItems(l, sbuf);
// add additional vertex for interleaving,
// see TexLineLayer.
@ -219,13 +219,13 @@ public class Layers {
}
}
for (Layer l = textureLayers; l != null; l = l.next) {
for (RenderElement l = textureLayers; l != null; l = l.next) {
TextureLayer tl = (TextureLayer) l;
tl.compile(sbuf);
}
// extrusion layers are compiled by extrusion overlay
// for (Layer l = extrusionLayers; l != null; l = l.next) {
// for (RenderElement l = extrusionLayers; l != null; l = l.next) {
// ExtrusionLayer tl = (ExtrusionLayer) l;
// tl.compile(sbuf);
// }
@ -233,7 +233,7 @@ public class Layers {
// optimization for Line- and PolygonLayer:
// collect all pool items and add back in one go
private static int addLayerItems(ShortBuffer sbuf, Layer l, byte type, int pos) {
private static int addLayerItems(ShortBuffer sbuf, RenderElement l, byte type, int pos) {
VertexItem last = null, items = null;
int size = 0;
@ -271,7 +271,7 @@ public class Layers {
return size;
}
static void addPoolItems(Layer l, ShortBuffer sbuf) {
static void addPoolItems(RenderElement l, ShortBuffer sbuf) {
// offset of layer data in vbo
l.offset = sbuf.position() * SHORT_BYTES;
@ -290,7 +290,7 @@ public class Layers {
public void clear() {
// clear line and polygon layers directly
for (Layer l = baseLayers; l != null; l = l.next) {
for (RenderElement l = baseLayers; l != null; l = l.next) {
if (l.vertexItems != null) {
VertexItem.pool.releaseAll(l.vertexItems);
l.vertexItems = null;
@ -299,11 +299,11 @@ public class Layers {
l.verticesCnt = 0;
}
for (Layer l = textureLayers; l != null; l = l.next) {
for (RenderElement l = textureLayers; l != null; l = l.next) {
l.clear();
}
for (Layer l = extrusionLayers; l != null; l = l.next) {
for (RenderElement l = extrusionLayers; l != null; l = l.next) {
l.clear();
}
baseLayers = null;

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
@ -23,7 +23,7 @@ import org.oscim.core.GeometryBuffer;
import org.oscim.core.MapElement;
import org.oscim.core.Tile;
import org.oscim.renderer.BufferObject;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.MapRenderer;
import org.oscim.utils.LineClipper;
import org.oscim.utils.geom.Triangulator;
@ -32,12 +32,12 @@ import org.oscim.utils.geom.Triangulator;
* FIXME check if polygon has self intersections or 0/180 degree
* angles! or bad things might happen in Triangle
*/
public class ExtrusionLayer extends Layer {
public class ExtrusionLayer extends RenderElement {
private final static String TAG = ExtrusionLayer.class.getName();
private static final GL20 GL = GLAdapter.get();
private static final float S = GLRenderer.COORD_SCALE;
private static final float S = MapRenderer.COORD_SCALE;
private VertexItem mVertices;
private VertexItem mCurVertices;
private VertexItem mIndices[];
@ -62,7 +62,7 @@ public class ExtrusionLayer extends Layer {
private final float mGroundResolution;
public ExtrusionLayer(int level, float groundResolution) {
this.type = Layer.EXTRUSION;
this.type = RenderElement.EXTRUSION;
this.level = level;
mGroundResolution = groundResolution;

View File

@ -0,0 +1,954 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.backend.canvas.Paint.Cap;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.FastMath;
import org.oscim.utils.GlUtils;
/**
*/
public final class LineLayer extends RenderElement {
private final static String TAG = LineLayer.class.getName();
private static final float COORD_SCALE = MapRenderer.COORD_SCALE;
// scale factor mapping extrusion vector to short values
public static final float DIR_SCALE = 2048;
// mask for packing last two bits of extrusion vector with texture
// coordinates
private static final int DIR_MASK = 0xFFFFFFFC;
// lines referenced by this outline layer
public LineLayer outlines;
public Line line;
public float width;
public boolean roundCap;
LineLayer(int layer) {
this.level = layer;
this.type = RenderElement.LINE;
}
public void addOutline(LineLayer link) {
for (LineLayer l = outlines; l != null; l = l.outlines)
if (link == l)
return;
link.outlines = outlines;
outlines = link;
}
/**
* line extrusion is based on code from GLMap
* (https://github.com/olofsj/GLMap/)
*
* @param points
* array of points as x,y pairs.
* @param index
* array of indices holding the length of the individual
* line coordinates (i.e. points * 2).
* when index is null one a line with points.length
* is assumed.
* @param closed
* whether to connect start- and end-point.
*/
public void addLine(float[] points, short[] index, boolean closed) {
addLine(points, index, -1, closed);
}
public void addLine(GeometryBuffer geom) {
if (geom.isPoly())
addLine(geom.points, geom.index, -1, true);
else if (geom.isLine())
addLine(geom.points, geom.index, -1, false);
}
public void addLine(float[] points, int numPoints, boolean closed) {
if (numPoints >= 4)
addLine(points, null, numPoints, closed);
}
private void addLine(float[] points, short[] index, int numPoints, boolean closed) {
float x, y, nextX, nextY;
float a, ux, uy, vx, vy, wx, wy;
int tmax = Tile.SIZE + 4;
int tmin = -4;
boolean rounded = false;
boolean squared = false;
if (line.cap == Cap.ROUND)
rounded = true;
else if (line.cap == Cap.SQUARE)
squared = true;
if (vertexItems == null)
curItem = vertexItems = VertexItem.pool.get();
VertexItem si = curItem;
short v[] = si.vertices;
int opos = si.used;
// FIXME: remove this when switching to oscimap MapDatabase
//if (!MapView.enableClosePolygons)
// closed = false;
// Note: just a hack to save some vertices, when there are more than 200 lines
// per type
if (rounded) {
int cnt = 0;
for (int i = 0, n = index.length; i < n; i++, cnt++) {
if (index[i] < 0)
break;
if (cnt > 400) {
rounded = false;
break;
}
}
}
roundCap = rounded;
int n;
int length = 0;
if (index == null) {
n = 1;
if (numPoints > 0) {
length = numPoints;
} else {
length = points.length;
}
} else {
n = index.length;
}
for (int i = 0, pos = 0; i < n; i++) {
if (index != null)
length = index[i];
// check end-marker in indices
if (length < 0)
break;
// need at least two points
if (length < 4) {
pos += length;
continue;
}
// amount of vertices used
// + 2 for drawing triangle-strip
// + 4 for round caps
// + 2 for closing polygons
verticesCnt += length + (rounded ? 6 : 2) + (closed ? 2 : 0);
int ipos = pos;
x = points[ipos++];
y = points[ipos++];
nextX = points[ipos++];
nextY = points[ipos++];
// Calculate triangle corners for the given width
vx = nextX - x;
vy = nextY - y;
// Unit vector to next node
a = (float) Math.sqrt(vx * vx + vy * vy);
vx /= a;
vy /= a;
// perpendicular on the first segment
ux = -vy;
uy = vx;
int ddx, ddy;
// vertex point coordinate
short ox = (short) (x * COORD_SCALE);
short oy = (short) (y * COORD_SCALE);
// vertex extrusion vector, last two bit
// encode texture coord.
short dx, dy;
// when the endpoint is outside the tile region omit round caps.
boolean outside = (x < tmin || x > tmax || y < tmin || y > tmax);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
if (rounded && !outside) {
// add first vertex twice
ddx = (int) ((ux - vx) * DIR_SCALE);
ddy = (int) ((uy - vy) * DIR_SCALE);
dx = (short) (0 | ddx & DIR_MASK);
dy = (short) (2 | ddy & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
ddx = (int) (-(ux + vx) * DIR_SCALE);
ddy = (int) (-(uy + vy) * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | ddx & DIR_MASK);
v[opos++] = (short) (2 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// Start of line
ddx = (int) (ux * DIR_SCALE);
ddy = (int) (uy * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | -ddx & DIR_MASK);
v[opos++] = (short) (1 | -ddy & DIR_MASK);
} else {
// outside means line is probably clipped
// TODO should align ending with tile boundary
// for now, just extend the line a little
float tx = vx;
float ty = vy;
if (squared) {
tx = 0;
ty = 0;
} else if (!outside) {
tx *= 0.5;
ty *= 0.5;
}
if (rounded)
verticesCnt -= 2;
// add first vertex twice
ddx = (int) ((ux - tx) * DIR_SCALE);
ddy = (int) ((uy - ty) * DIR_SCALE);
dx = (short) (0 | ddx & DIR_MASK);
dy = (short) (1 | ddy & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
ddx = (int) (-(ux + tx) * DIR_SCALE);
ddy = (int) (-(uy + ty) * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
}
x = nextX;
y = nextY;
boolean flip = false;
// Unit vector pointing back to previous node
vx *= -1;
vy *= -1;
int end = pos + length;
for (;;) {
if (ipos < end) {
nextX = points[ipos++];
nextY = points[ipos++];
} else if (closed && ipos < end + 2) {
// add startpoint == endpoint
nextX = points[pos];
nextY = points[pos + 1];
ipos += 2;
} else
break;
// Unit vector pointing forward to next node
wx = nextX - x;
wy = nextY - y;
a = (float) Math.sqrt(wx * wx + wy * wy);
wx /= a;
wy /= a;
// Sum of these two vectors points
ux = vx + wx;
uy = vy + wy;
// cross-product
a = wx * uy - wy * ux;
if (FastMath.abs(a) < 0.01f) {
// Almost straight
ux = -wy;
uy = wx;
} else {
ux /= a;
uy /= a;
// avoid miter going to infinity.
// TODO add option for round joints
if (FastMath.absMaxCmp(ux, uy, 4f)) {
ux = vx - wx;
uy = vy - wy;
a = -wy * ux + wx * uy;
ux /= a;
uy /= a;
flip = !flip;
}
}
ox = (short) (x * COORD_SCALE);
oy = (short) (y * COORD_SCALE);
ddx = (int) (ux * DIR_SCALE);
ddy = (int) (uy * DIR_SCALE);
if (flip) {
ddx = -ddx;
ddy = -ddy;
}
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | -ddx & DIR_MASK);
v[opos++] = (short) (1 | -ddy & DIR_MASK);
x = nextX;
y = nextY;
// flip unit vector to point back
vx = -wx;
vy = -wy;
}
ux = vy;
uy = -vx;
outside = (x < tmin || x > tmax || y < tmin || y > tmax);
if (opos == VertexItem.SIZE) {
si.next = VertexItem.pool.get();
si = si.next;
opos = 0;
v = si.vertices;
}
ox = (short) (x * COORD_SCALE);
oy = (short) (y * COORD_SCALE);
if (rounded && !outside) {
ddx = (int) (ux * DIR_SCALE);
ddy = (int) (uy * DIR_SCALE);
if (flip) {
ddx = -ddx;
ddy = -ddy;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | -ddx & DIR_MASK);
v[opos++] = (short) (1 | -ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// For rounded line edges
ddx = (int) ((ux - vx) * DIR_SCALE);
ddy = (int) ((uy - vy) * DIR_SCALE);
dx = (short) (0 | (flip ? -ddx : ddx) & DIR_MASK);
dy = (short) (0 | (flip ? -ddy : ddy) & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// add last vertex twice
ddx = (int) (-(ux + vx) * DIR_SCALE);
ddy = (int) (-(uy + vy) * DIR_SCALE);
dx = (short) (2 | (flip ? -ddx : ddx) & DIR_MASK);
dy = (short) (0 | (flip ? -ddy : ddy) & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
} else {
if (squared) {
vx = 0;
vy = 0;
} else if (!outside) {
vx *= 0.5;
vy *= 0.5;
}
if (rounded)
verticesCnt -= 2;
ddx = (int) ((ux - vx) * DIR_SCALE);
ddy = (int) ((uy - vy) * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | (flip ? -ddx : ddx) & DIR_MASK);
v[opos++] = (short) (1 | (flip ? -ddy : ddy) & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// add last vertex twice
ddx = (int) (-(ux + vx) * DIR_SCALE);
ddy = (int) (-(uy + vy) * DIR_SCALE);
dx = (short) (2 | (flip ? -ddx : ddx) & DIR_MASK);
dy = (short) (1 | (flip ? -ddy : ddy) & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
}
pos += length;
}
si.used = opos;
curItem = si;
}
@Override
public void clear() {
if (vertexItems != null) {
VertexItem.pool.releaseAll(vertexItems);
vertexItems = null;
curItem = null;
}
verticesCnt = 0;
}
@Override
protected void compile(ShortBuffer sbuf) {
}
public static final class Renderer {
private static GL20 GL;
private static final int LINE_VERTICES_DATA_POS_OFFSET = 0;
// factor to normalize extrusion vector and scale to coord scale
private final static float COORD_SCALE_BY_DIR_SCALE =
MapRenderer.COORD_SCALE / LineLayer.DIR_SCALE;
// shader handles
private static int[] lineProgram = new int[2];
private static int[] hLineVertexPosition = new int[2];
private static int[] hLineColor = new int[2];
private static int[] hLineMatrix = new int[2];
private static int[] hLineScale = new int[2];
private static int[] hLineWidth = new int[2];
private static int[] hLineMode = new int[2];
public static int mTexID;
static boolean init() {
GL = GLAdapter.get();
lineProgram[0] = GlUtils.createProgram(lineVertexShader,
lineFragmentShader);
if (lineProgram[0] == 0) {
Log.e(TAG, "Could not create line program.");
//return false;
}
lineProgram[1] = GlUtils.createProgram(lineVertexShader,
lineSimpleFragmentShader);
if (lineProgram[1] == 0) {
Log.e(TAG, "Could not create simple line program.");
return false;
}
for (int i = 0; i < 2; i++) {
if (lineProgram[i] == 0)
continue;
hLineMatrix[i] = GL.glGetUniformLocation(lineProgram[i], "u_mvp");
hLineScale[i] = GL.glGetUniformLocation(lineProgram[i], "u_wscale");
hLineWidth[i] = GL.glGetUniformLocation(lineProgram[i], "u_width");
hLineColor[i] = GL.glGetUniformLocation(lineProgram[i], "u_color");
hLineMode[i] = GL.glGetUniformLocation(lineProgram[i], "u_mode");
hLineVertexPosition[i] = GL.glGetAttribLocation(lineProgram[i], "a_pos");
}
// 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++) {
float xx = x * x;
for (int y = 0; y < 128; y++) {
float yy = y * y;
int color = (int) (Math.sqrt(xx + yy) * 2);
if (color > 255)
color = 255;
pixel[x + y * 128] = (byte) color;
}
}
mTexID = GlUtils.loadTexture(pixel, 128, 128, GL20.GL_ALPHA,
GL20.GL_NEAREST, GL20.GL_NEAREST,
GL20.GL_MIRRORED_REPEAT, GL20.GL_MIRRORED_REPEAT);
Log.d(TAG, "TEX ID: " + mTexID);
return true;
}
public static RenderElement draw(ElementLayers layers, RenderElement curLayer, MapPosition pos,
Matrices m, float div, int mode) {
if (curLayer == null)
return null;
// FIXME HACK: fallback to simple shader
if (lineProgram[mode] == 0)
mode = 1;
GLState.useProgram(lineProgram[mode]);
GLState.blend(true);
// Somehow we loose the texture after an indefinite
// time, when label/symbol textures are used.
// Debugging gl on Desktop is most fun imaginable,
// so for now:
if (!GLAdapter.GDX_DESKTOP_QUIRKS)
GLState.bindTex2D(mTexID);
int uLineScale = hLineScale[mode];
int uLineMode = hLineMode[mode];
int uLineColor = hLineColor[mode];
int uLineWidth = hLineWidth[mode];
GLState.enableVertexArrays(hLineVertexPosition[mode], -1);
GL.glVertexAttribPointer(hLineVertexPosition[mode], 4, GL20.GL_SHORT,
false, 0, layers.lineOffset + LINE_VERTICES_DATA_POS_OFFSET);
//glUniformMatrix4fv(hLineMatrix[mode], 1, false, matrix, 0);
m.mvp.setAsUniform(hLineMatrix[mode]);
//int zoom = FastMath.log2((int) pos.absScale);
int zoom = pos.zoomLevel;
double scale = pos.getZoomScale();
// Line scale factor for non fixed lines: Within a zoom-
// level lines would be scaled by the factor 2 by view-matrix.
// 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
double 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 pixel = 0;
if (mode == 1)
pixel = (float) (1.5 / s);
GL.glUniform1f(uLineScale, pixel);
int lineMode = 0;
GL.glUniform1f(uLineMode, lineMode);
boolean blur = false;
RenderElement l = curLayer;
for (; l != null && l.type == RenderElement.LINE; l = l.next) {
LineLayer ll = (LineLayer) l;
Line line = ll.line;
float width;
if (line.fade < zoom) {
GlUtils.setColor(uLineColor, line.color, 1);
} else if (line.fade > zoom) {
continue;
} else {
float alpha = (float) (scale > 1.2 ? scale : 1.2) - 1;
GlUtils.setColor(uLineColor, line.color, alpha);
}
if (mode == 0 && blur && line.blur == 0) {
GL.glUniform1f(uLineScale, 0);
blur = false;
}
if (line.outline) {
// draw linelayers references by this outline
for (LineLayer o = ll.outlines; o != null; o = o.outlines) {
if (o.line.fixed /* || strokeMaxZoom */) {
width = (float) ((ll.width + o.width) / s);
} else {
width = (float) (ll.width / s + o.width / lineScale);
// check min-size for outline
if (o.line.min > 0 && o.width * lineScale < o.line.min * 2)
continue;
}
GL.glUniform1f(uLineWidth, width * COORD_SCALE_BY_DIR_SCALE);
if (line.blur != 0) {
GL.glUniform1f(uLineScale, (float) (1 - (line.blur / s)));
blur = true;
} else if (mode == 1) {
GL.glUniform1f(uLineScale, pixel / width);
}
if (o.roundCap) {
if (lineMode != 1) {
lineMode = 1;
GL.glUniform1f(uLineMode, lineMode);
}
} else if (lineMode != 0) {
lineMode = 0;
GL.glUniform1f(uLineMode, lineMode);
}
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, o.offset, o.verticesCnt);
}
} else {
if (line.fixed /* || strokeMaxZoom */) {
// invert scaling of extrusion vectors so that line
// width stays the same.
width = (float) (ll.width / s);
} else {
// reduce linear scaling of extrusion vectors so that
// line width increases by sqrt(2.2).
width = ll.width / lineScale;
// min-size hack to omit outline when line becomes
// very thin
if ((ll.line.min > 0) && (ll.width * lineScale < ll.line.min * 2))
width = (ll.width - 0.2f) / lineScale;
}
GL.glUniform1f(uLineWidth, width * COORD_SCALE_BY_DIR_SCALE);
if (line.blur != 0) {
GL.glUniform1f(uLineScale, line.blur);
blur = true;
} else if (mode == 1) {
GL.glUniform1f(uLineScale, pixel / width);
}
if (ll.roundCap) {
if (lineMode != 1) {
lineMode = 1;
GL.glUniform1f(uLineMode, lineMode);
}
} else if (lineMode != 0) {
lineMode = 0;
GL.glUniform1f(uLineMode, lineMode);
}
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, l.offset, l.verticesCnt);
}
}
return l;
}
private final static String lineVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
// factor to increase line width relative to scale
+ "uniform float u_width;"
// xy hold position, zw extrusion vector
+ "attribute vec4 a_pos;"
+ "uniform float u_mode;"
+ "varying vec2 v_st;"
+ "void main() {"
// scale extrusion to u_width pixel
// just ignore the two most insignificant bits of a_st :)
+ " vec2 dir = a_pos.zw;"
+ " gl_Position = u_mvp * vec4(a_pos.xy + (u_width * dir), 0.0, 1.0);"
// last two bits of a_st hold the texture coordinates
// ..maybe one could wrap texture so that `abs` is not required
+ " v_st = abs(mod(dir, 4.0)) - 1.0;"
+ "}";
private final static String lineSimpleFragmentShader = ""
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ "uniform float u_wscale;"
+ "uniform float u_mode;"
+ "uniform vec4 u_color;"
+ "varying vec2 v_st;"
+ "void main() {"
//+ " float len;"
// (currently required as overlay line renderers dont load the texture)
//+ " if (u_mode == 0)"
//+ " len = abs(v_st.s);"
//+ " else"
//+ " len = texture2D(tex, v_st).a;"
//+ " len = u_mode * length(v_st);"
// this avoids branching, need to check performance
+ (GLAdapter.GDX_DESKTOP_QUIRKS
? " float len = max((1.0 - u_mode) * abs(v_st.s), u_mode * length(v_st));"
: " float len = max((1.0 - u_mode) * abs(v_st.s), u_mode * texture2D(tex, v_st).a);")
// interpolate alpha between: 0.0 < 1.0 - len < u_wscale
// where wscale is 'filter width' / 'line width' and 0 <= len <= sqrt(2)
//+ " gl_FragColor = u_color * smoothstep(0.0, u_wscale, 1.0 - len);"
//+ " gl_FragColor = mix(vec4(1.0,0.0,0.0,1.0), u_color, smoothstep(0.0, u_wscale, 1.0 - len));"
+ " float alpha = min(1.0, (1.0 - len) / u_wscale);"
+ " if (alpha > 0.1)"
+ " gl_FragColor = u_color * alpha;"
+ " else"
+ " discard;"
// + "gl_FragColor = vec4(texture2D(tex, v_st).a);"
+ "}";
private final static String lineFragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ "uniform float u_mode;"
+ "uniform vec4 u_color;"
+ "uniform float u_wscale;"
+ "varying vec2 v_st;"
+ "void main() {"
+ " float len;"
+ " float fuzz;"
+ " if (u_mode == 0.0){"
+ " len = abs(v_st.s);"
+ " fuzz = fwidth(v_st.s);"
+ " } else {"
+ (GLAdapter.GDX_DESKTOP_QUIRKS
? " len = length(v_st);"
: " len = texture2D(tex, v_st).a;")
+ " vec2 st_width = fwidth(v_st);"
+ " fuzz = max(st_width.s, st_width.t);"
+ " }"
//+ " gl_FragColor = u_color * smoothstep(0.0, fuzz + u_wscale, 1.0 - len);"
// smoothstep is too sharp, guess one could increase extrusion with z..
// this looks ok:
//+ " gl_FragColor = u_color * min(1.0, (1.0 - len) / (u_wscale + fuzz));"
// can be faster according to nvidia docs 'Optimize OpenGL ES 2.0 Performace'
+ " gl_FragColor = u_color * clamp((1.0 - len) / (u_wscale + fuzz), 0.0, 1.0);"
//+ " gl_FragColor = mix(vec4(0.0,1.0,0.0,1.0), u_color, clamp((1.0 - len) / (u_wscale + fuzz), 0.0, 1.0));"
+ "}";
// private final static String lineVertexShader = ""
// + "precision mediump float;"
// + "uniform mat4 u_mvp;"
// + "uniform float u_width;"
// + "attribute vec4 a_pos;"
// + "uniform int u_mode;"
// //+ "attribute vec2 a_st;"
// + "varying vec2 v_st;"
// + "const float dscale = 8.0/2048.0;"
// + "void main() {"
// // scale extrusion to u_width pixel
// // just ignore the two most insignificant bits of a_st :)
// + " vec2 dir = a_pos.zw;"
// + " gl_Position = u_mvp * vec4(a_pos.xy + (dscale * u_width * dir), 0.0, 1.0);"
// // last two bits of a_st hold the texture coordinates
// + " v_st = u_width * (abs(mod(dir, 4.0)) - 1.0);"
// // use bit operations when available (gles 1.3)
// // + " v_st = u_width * vec2(a_st.x & 3 - 1, a_st.y & 3 - 1);"
// + "}";
//
// private final static String lineSimpleFragmentShader = ""
// + "precision mediump float;"
// + "uniform float u_wscale;"
// + "uniform float u_width;"
// + "uniform int u_mode;"
// + "uniform vec4 u_color;"
// + "varying vec2 v_st;"
// + "void main() {"
// + " float len;"
// + " if (u_mode == 0)"
// + " len = abs(v_st.s);"
// + " else "
// + " len = length(v_st);"
// // fade to alpha. u_wscale is the width in pixel which should be
// // faded, u_width - len the position of this fragment on the
// // perpendicular to this line segment. this only works with no
// // perspective
// //+ " gl_FragColor = min(1.0, (u_width - len) / u_wscale) * u_color;"
// + " gl_FragColor = u_color * smoothstep(0.0, u_wscale, (u_width - len));"
// + "}";
//
// private final static String lineFragmentShader = ""
// + "#extension GL_OES_standard_derivatives : enable\n"
// + "precision mediump float;"
// + "uniform float u_wscale;"
// + "uniform float u_width;"
// + "uniform int u_mode;"
// + "uniform vec4 u_color;"
// + "varying vec2 v_st;"
// + "void main() {"
// + " float len;"
// + " float fuzz;"
// + " if (u_mode == 0){"
// + " len = abs(v_st.s);"
// + " fuzz = u_wscale + fwidth(v_st.s);"
// + " } else {"
// + " len = length(v_st);"
// + " vec2 st_width = fwidth(v_st);"
// + " fuzz = u_wscale + max(st_width.s, st_width.t);"
// + " }"
// + " gl_FragColor = u_color * min(1.0, (u_width - len) / fuzz);"
// + "}";
}
}

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@ -0,0 +1,551 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.elements;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.GlUtils;
/**
* RenderElement for textured or stippled lines
*
* this would be all so much simpler with geometry shaders...
*/
public final class LineTexLayer extends RenderElement {
private final static String TAG = LineTexLayer.class.getName();
// Interleave two segment quads in one block to be able to use
// vertices twice. pos0 and pos1 use the same vertex array where
// pos1 has an offset of one vertex. The vertex shader will use
// pos0 when the vertexId is even, pos1 when the Id is odd.
//
// As there is no gl_VertexId in gles 2.0 an additional 'flip'
// array is used. Depending on 'flip' extrusion is inverted.
//
// Indices and flip buffers can be static.
//
// First pass: using even vertex array positions
// (used vertices are in braces)
// vertex id 0 1 2 3 4 5 6 7
// pos0 x (0) 1 (2) 3 (4) 5 (6) 7 x
// pos1 x (0) 1 (2) 3 (4) 5 (6) 7 x
// flip 0 1 0 1 0 1 0 1
//
// Second pass: using odd vertex array positions
// vertex id 0 1 2 3 4 5 6 7
// pos0 x 0 (1) 2 (3) 4 (5) 6 (7) x
// pos1 x 0 (1) 2 (3) 4 (5) 6 (7) x
// flip 0 1 0 1 0 1 0 1
//
// Vertex layout:
// [2 short] position,
// [2 short] extrusion,
// [1 short] line length
// [1 short] unused
//
// indices, for two blocks:
// 0, 1, 2,
// 2, 1, 3,
// 4, 5, 6,
// 6, 5, 7,
//
// BIG NOTE: renderer assumes to be able to offset vertex array position
// so that in the first pass 'pos1' offset will be < 0 if no data precedes
// - in our case there is always the polygon fill array at start
// - see addLine hack otherwise.
private static final float COORD_SCALE = MapRenderer.COORD_SCALE;
// scale factor mapping extrusion vector to short values
public static final float DIR_SCALE = 2048;
// lines referenced by this outline layer
public LineLayer outlines;
public Line line;
public float width;
public boolean roundCap;
public int evenQuads;
public int oddQuads;
private boolean evenSegment;
LineTexLayer(int layer) {
this.level = layer;
this.type = RenderElement.TEXLINE;
this.evenSegment = true;
}
public void addLine(float[] points, short[] index) {
if (vertexItems == null) {
curItem = vertexItems = VertexItem.pool.get();
// HACK add one vertex offset when compiling
// buffer otherwise one cant use the full
// VertexItem (see Layers.compile)
// add the two 'x' at front and end
//verticesCnt = 2;
// the additional end vertex to make sure
// not to read outside allocated memory
verticesCnt = 1;
}
VertexItem si = curItem;
short v[] = si.vertices;
int opos = si.used;
boolean even = evenSegment;
// reset offset to last written position
if (!even)
opos -= 12;
int n;
int length = 0;
if (index == null) {
n = 1;
length = points.length;
} else {
n = index.length;
}
for (int i = 0, pos = 0; i < n; i++) {
if (index != null)
length = index[i];
// check end-marker in indices
if (length < 0)
break;
// need at least two points
if (length < 4) {
pos += length;
continue;
}
int ipos = pos;
float x = points[ipos++] * COORD_SCALE;
float y = points[ipos++] * COORD_SCALE;
// randomize a bit
float lineLength = (x * x + y * y) % 80;
int end = pos + length;
for (; ipos < end;) {
float nx = points[ipos++] * COORD_SCALE;
float ny = points[ipos++] * COORD_SCALE;
// Calculate triangle corners for the given width
float vx = nx - x;
float vy = ny - y;
float a = (float) Math.sqrt(vx * vx + vy * vy);
// normal vector
vx /= a;
vy /= a;
// perpendicular to line segment
float ux = -vy;
float uy = vx;
short dx = (short) (ux * DIR_SCALE);
short dy = (short) (uy * DIR_SCALE);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos + 0] = (short) x;
v[opos + 1] = (short) y;
v[opos + 2] = dx;
v[opos + 3] = dy;
v[opos + 4] = (short) lineLength;
v[opos + 5] = 0;
lineLength += a;
v[opos + 12] = (short) nx;
v[opos + 13] = (short) ny;
v[opos + 14] = dx;
v[opos + 15] = dy;
v[opos + 16] = (short) lineLength;
v[opos + 17] = 0;
x = nx;
y = ny;
if (even) {
// go to second segment
opos += 6;
even = false;
// vertex 0 and 2 were added
verticesCnt += 3;
evenQuads++;
} else {
// go to next block
even = true;
opos += 18;
// vertex 1 and 3 were added
verticesCnt += 1;
oddQuads++;
}
}
pos += length;
}
evenSegment = even;
// advance offset to last written position
if (!even)
opos += 12;
si.used = opos;
curItem = si;
}
@Override
protected void clear() {
}
@Override
protected void compile(ShortBuffer sbuf) {
}
public final static class Renderer {
private static final GL20 GL = GLAdapter.get();
// factor to normalize extrusion vector and scale to coord scale
private final static float COORD_SCALE_BY_DIR_SCALE =
MapRenderer.COORD_SCALE / LineLayer.DIR_SCALE;
private static int shader;
private static int hVertexPosition0;
private static int hVertexPosition1;
private static int hVertexLength0;
private static int hVertexLength1;
private static int hVertexFlip;
private static int hMatrix;
private static int hTexColor;
private static int hBgColor;
private static int hScale;
private static int hWidth;
private static int hPatternScale;
private static int hPatternWidth;
private static int mVertexFlipID;
public static void init() {
shader = GlUtils.createProgram(vertexShader, fragmentShader);
if (shader == 0) {
Log.e(TAG, "Could not create program.");
return;
}
hMatrix = GL.glGetUniformLocation(shader, "u_mvp");
hTexColor = GL.glGetUniformLocation(shader, "u_color");
hBgColor = GL.glGetUniformLocation(shader, "u_bgcolor");
hScale = GL.glGetUniformLocation(shader, "u_scale");
hWidth = GL.glGetUniformLocation(shader, "u_width");
hPatternScale = GL.glGetUniformLocation(shader, "u_pscale");
hPatternWidth = GL.glGetUniformLocation(shader, "u_pwidth");
hVertexPosition0 = GL.glGetAttribLocation(shader, "a_pos0");
hVertexPosition1 = GL.glGetAttribLocation(shader, "a_pos1");
hVertexLength0 = GL.glGetAttribLocation(shader, "a_len0");
hVertexLength1 = GL.glGetAttribLocation(shader, "a_len1");
hVertexFlip = GL.glGetAttribLocation(shader, "a_flip");
int[] vboIds = GlUtils.glGenBuffers(1);
mVertexFlipID = vboIds[0];
// bytes: 0, 1, 0, 1, 0, ...
byte[] flip = new byte[MapRenderer.maxQuads * 4];
for (int i = 0; i < flip.length; i++)
flip[i] = (byte)(i % 2);
ByteBuffer buf = ByteBuffer.allocateDirect(flip.length)
.order(ByteOrder.nativeOrder());
buf.put(flip);
buf.flip();
ShortBuffer sbuf = buf.asShortBuffer();
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, mVertexFlipID);
GL.glBufferData(GL20.GL_ARRAY_BUFFER, flip.length , sbuf,
GL20.GL_STATIC_DRAW);
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
// mTexID = new int[10];
// byte[] stipple = new byte[2];
// stipple[0] = 32;
// stipple[1] = 32;
// mTexID[0] = GlUtils.loadStippleTexture(stipple);
}
private final static int STRIDE = 12;
private final static int LEN_OFFSET = 8;
public static RenderElement draw(ElementLayers layers, RenderElement curLayer,
MapPosition pos, Matrices m, float div) {
// shader failed to compile
if (shader == 0)
return curLayer.next;
GLState.blend(true);
GLState.useProgram(shader);
GLState.enableVertexArrays(-1, -1);
GL.glEnableVertexAttribArray(hVertexPosition0);
GL.glEnableVertexAttribArray(hVertexPosition1);
GL.glEnableVertexAttribArray(hVertexLength0);
GL.glEnableVertexAttribArray(hVertexLength1);
GL.glEnableVertexAttribArray(hVertexFlip);
m.mvp.setAsUniform(hMatrix);
int maxIndices = MapRenderer.maxQuads * 6;
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER,
MapRenderer.mQuadIndicesID);
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, mVertexFlipID);
GL.glVertexAttribPointer(hVertexFlip, 1,
GL20.GL_BYTE, false, 0, 0);
layers.vbo.bind();
float scale = (float) pos.getZoomScale();
float s = scale / div;
//GL.glBindTexture(GL20.GL_TEXTURE_2D, mTexID[0]);
RenderElement l = curLayer;
for (; l != null && l.type == RenderElement.TEXLINE; l = l.next) {
LineTexLayer ll = (LineTexLayer) l;
Line line = ll.line;
GlUtils.setColor(hTexColor, line.stippleColor, 1);
GlUtils.setColor(hBgColor, line.color, 1);
float pScale = (int) (s + 0.5f);
if (pScale < 1)
pScale = 1;
GL.glUniform1f(hPatternScale, (MapRenderer.COORD_SCALE * line.stipple) / pScale);
GL.glUniform1f(hPatternWidth, line.stippleWidth);
GL.glUniform1f(hScale, scale);
// keep line width fixed
GL.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
// add offset vertex
int vOffset = -STRIDE;
// first pass
int allIndices = (ll.evenQuads * 6);
for (int i = 0; i < allIndices; i += maxIndices) {
int numIndices = allIndices - i;
if (numIndices > maxIndices)
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;
GL.glVertexAttribPointer(hVertexPosition0,
4, GL20.GL_SHORT, false, STRIDE,
add + STRIDE);
GL.glVertexAttribPointer(hVertexLength0,
2, GL20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GL.glVertexAttribPointer(hVertexPosition1,
4, GL20.GL_SHORT, false, STRIDE,
add);
GL.glVertexAttribPointer(hVertexLength1,
2, GL20.GL_SHORT, false, STRIDE,
add + LEN_OFFSET);
GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
GL20.GL_UNSIGNED_SHORT, 0);
}
// second pass
allIndices = (ll.oddQuads * 6);
for (int i = 0; i < allIndices; i += maxIndices) {
int numIndices = allIndices - i;
if (numIndices > maxIndices)
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;
GL.glVertexAttribPointer(hVertexPosition0,
4, GL20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE);
GL.glVertexAttribPointer(hVertexLength0,
2, GL20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE + LEN_OFFSET);
GL.glVertexAttribPointer(hVertexPosition1,
4, GL20.GL_SHORT, false, STRIDE,
add + STRIDE);
GL.glVertexAttribPointer(hVertexLength1,
2, GL20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
GL20.GL_UNSIGNED_SHORT, 0);
}
//GlUtils.checkGlError(TAG);
}
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
GL.glDisableVertexAttribArray(hVertexPosition0);
GL.glDisableVertexAttribArray(hVertexPosition1);
GL.glDisableVertexAttribArray(hVertexLength0);
GL.glDisableVertexAttribArray(hVertexLength1);
GL.glDisableVertexAttribArray(hVertexFlip);
//GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
return l;
}
final static String vertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec4 u_color;"
+ "uniform float u_pscale;"
+ "uniform float u_width;"
+ "attribute vec4 a_pos0;"
+ "attribute vec4 a_pos1;"
+ "attribute vec2 a_len0;"
+ "attribute vec2 a_len1;"
+ "attribute float a_flip;"
+ "varying vec2 v_st;"
+ "void main() {"
+ " vec4 pos;"
+ " if (a_flip == 0.0){"
//+ " vec2 dir = u_width * a_pos0.zw;"
+ " pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len0.x / u_pscale, 1.0);"
+ " } else {"
//+ " vec2 dir = u_width * a_pos1.zw;"
+ " pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len1.x / u_pscale, -1.0);"
+ " }"
+ " gl_Position = u_mvp * pos;"
+ "}";
//*
final static String fragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
+ " precision mediump float;"
+ " uniform vec4 u_color;"
+ " uniform vec4 u_bgcolor;"
+ " uniform float u_pwidth;"
+ " varying vec2 v_st;"
+ " void main() {"
// distance on perpendicular to the line
+ " float dist = abs(v_st.t);"
+ " float fuzz = fwidth(v_st.t);"
+ " float fuzz_p = fwidth(v_st.s);"
+ " float line_w = smoothstep(0.0, fuzz, 1.0 - dist);"
+ " float stipple_w = smoothstep(0.0, fuzz, u_pwidth - dist);"
// triangle waveform in the range 0..1 for regular pattern
+ " float phase = abs(mod(v_st.s, 2.0) - 1.0);"
// interpolate between on/off phase, 0.5 = equal phase length
+ " float stipple_p = smoothstep(0.5 - fuzz_p, 0.5 + fuzz_p, phase);"
+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
+ " } "; //*/
/*
* final static String fragmentShader = ""
* + "#extension GL_OES_standard_derivatives : enable\n"
* + " precision mediump float;"
* + " uniform sampler2D tex;"
* + " uniform float u_scale;"
* + " uniform vec4 u_color;"
* + " uniform vec4 u_bgcolor;"
* + " varying vec2 v_st;"
* + " void main() {"
* + " float len = texture2D(tex, v_st).a;"
* + " float tex_w = abs(v_st.t);"
* + " vec2 st_width = fwidth(v_st);"
* + " float fuzz = max(st_width.s, st_width.t);"
* //+ " float fuzz = fwidth(v_st.t);"
* //+ " float line_w = 1.0 - smoothstep(1.0 - fuzz, 1.0, tex_w);"
* //+ " float stipple_w = 1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w);"
* +
* " float stipple_p = 1.0 - smoothstep(1.0 - fuzz, 1.0, length(vec2(len*u_scale, v_st.t)));"
* + " gl_FragColor = u_bgcolor * stipple_p;"
* // +
* " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
* + "}"; //
*/
/*
* final static String fragmentShader = ""
* + "#extension GL_OES_standard_derivatives : enable\n"
* + " precision mediump float;"
* + " uniform sampler2D tex;"
* + " uniform vec4 u_color;"
* + " uniform vec4 u_bgcolor;"
* + " uniform float u_pwidth;"
* + " varying vec2 v_st;"
* + " void main() {"
* + " float dist = texture2D(tex, v_st).a;"
* + " float tex_w = abs(v_st.t);"
* + " vec2 st_width = fwidth(v_st);"
* + " float fuzz = max(st_width.s, st_width.t);"
* + " float line_w = (1.0 - smoothstep(1.0 - fuzz, 1.0, tex_w));"
* +
* " float stipple_w = (1.0 - smoothstep(u_pwidth - fuzz, u_pwidth, tex_w));"
* + " float stipple_p = smoothstep(0.495, 0.505, dist);"
* +
* " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
* + " } "; //
*/
}
}

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
import java.util.Arrays;
@ -22,7 +22,7 @@ import org.oscim.core.GeometryBuffer;
import org.oscim.core.Tile;
public class MeshLayer extends Layer {
public class MeshLayer extends RenderElement {
GeometryBuffer mGeom = new GeometryBuffer(10,10);
public MeshLayer() {

View File

@ -0,0 +1,549 @@
/*
* Copyright 2012 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.elements;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.theme.renderinstruction.Area;
import org.oscim.utils.FastMath;
import org.oscim.utils.GlUtils;
import org.oscim.utils.Matrix4;
public final class PolygonLayer extends RenderElement {
private static final String TAG = PolygonLayer.class.getName();
private static final float S = MapRenderer.COORD_SCALE;
public Area area;
PolygonLayer(int layer) {
this.level = layer;
this.type = RenderElement.POLYGON;
curItem = VertexItem.pool.get();
vertexItems = curItem;
}
public void addPolygon(float[] points, short[] index) {
short center = (short) ((Tile.SIZE >> 1) * S);
VertexItem si = curItem;
short[] v = si.vertices;
int outPos = si.used;
for (int i = 0, pos = 0, n = index.length; i < n; i++) {
int length = index[i];
if (length < 0)
break;
// need at least three points
if (length < 6) {
pos += length;
continue;
}
verticesCnt += length / 2 + 2;
int inPos = pos;
if (outPos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
outPos = 0;
}
v[outPos++] = center;
v[outPos++] = center;
for (int j = 0; j < length; j += 2) {
if (outPos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
outPos = 0;
}
v[outPos++] = (short) (points[inPos++] * S);
v[outPos++] = (short) (points[inPos++] * S);
}
if (outPos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
outPos = 0;
}
v[outPos++] = (short) (points[pos + 0] * S);
v[outPos++] = (short) (points[pos + 1] * S);
pos += length;
}
si.used = outPos;
curItem = si;
}
@Override
protected void compile(ShortBuffer sbuf) {
}
@Override
protected void clear() {
}
/**
* Special Renderer for drawing tile polygon layers
*/
public static final class Renderer {
private static GL20 GL;
private static final int POLYGON_VERTICES_DATA_POS_OFFSET = 0;
private static final int STENCIL_BITS = 8;
private final static int CLIP_BIT = 0x80;
private static final float FADE_START = 1.3f;
private static PolygonLayer[] mFillPolys;
private static int numShaders = 2;
private static int polyShader = 0;
private static int texShader = 1;
private static int[] polygonProgram = new int[numShaders];
private static int[] hPolygonVertexPosition = new int[numShaders];
private static int[] hPolygonMatrix = new int[numShaders];
private static int[] hPolygonColor = new int[numShaders];
private static int[] hPolygonScale = new int[numShaders];
private static boolean enableTexture = false;
static boolean init() {
GL = GLAdapter.get();
for (int i = 0; i < numShaders; i++) {
// Set up the program for rendering polygons
if (i == 0) {
if (MapRenderer.debugView)
polygonProgram[i] = GlUtils.createProgram(polygonVertexShaderZ,
polygonFragmentShaderZ);
else
polygonProgram[i] = GlUtils.createProgram(polygonVertexShader,
polygonFragmentShader);
} else if (i == 1) {
polygonProgram[i] = GlUtils.createProgram(textureVertexShader,
textureFragmentShader);
}
if (polygonProgram[i] == 0) {
Log.e(TAG, "Could not create polygon program.");
return false;
}
hPolygonMatrix[i] = GL.glGetUniformLocation(polygonProgram[i], "u_mvp");
hPolygonColor[i] = GL.glGetUniformLocation(polygonProgram[i], "u_color");
hPolygonScale[i] = GL.glGetUniformLocation(polygonProgram[i], "u_scale");
hPolygonVertexPosition[i] = GL.glGetAttribLocation(polygonProgram[i], "a_pos");
}
mFillPolys = new PolygonLayer[STENCIL_BITS];
return true;
}
private static void fillPolygons(Matrices m, int start, int end, int zoom, float scale,
float div) {
/* draw to framebuffer */
GL.glColorMask(true, true, true, true);
/* do not modify stencil buffer */
GL.glStencilMask(0x00);
int shader = polyShader;
for (int c = start; c < end; c++) {
Area a = mFillPolys[c].area;
if (enableTexture && a.texture != null) {
shader = texShader;
setShader(texShader, m);
GL.glUniform2f(hPolygonScale[1], FastMath.clamp(scale - 1, 0, 1), div);
a.texture.bind();
} else if (a.fade >= zoom) {
float f = 1.0f;
/* fade in/out */
if (a.fade >= zoom) {
if (scale > FADE_START)
f = scale - 1;
else
f = FADE_START - 1;
}
GLState.blend(true);
GlUtils.setColor(hPolygonColor[shader], a.color, f);
} else if (a.blend > 0 && a.blend <= zoom) {
/* blend colors (not alpha) */
GLState.blend(false);
if (a.blend == zoom)
GlUtils.setColorBlend(hPolygonColor[shader],
a.color, a.blendColor, scale - 1.0f);
else
GlUtils.setColor(hPolygonColor[shader], a.blendColor, 1);
} else {
if (a.color < 0xff000000)
GLState.blend(true);
else
GLState.blend(false);
GlUtils.setColor(hPolygonColor[shader], a.color, 1);
}
// set stencil buffer mask used to draw this layer
// also check that clip bit is set to avoid overdraw
// of other tiles
GL.glStencilFunc(GL20.GL_EQUAL, 0xff, CLIP_BIT | 1 << c);
/* draw tile fill coordinates */
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (shader != polyShader) {
// disable texture shader
setShader(polyShader, m);
shader = polyShader;
}
}
}
// current layer to fill (0 - STENCIL_BITS-1)
private static int mCount;
private static void setShader(int shader, Matrices m) {
GLState.useProgram(polygonProgram[shader]);
GLState.enableVertexArrays(hPolygonVertexPosition[shader], -1);
GL.glVertexAttribPointer(hPolygonVertexPosition[shader], 2, GL20.GL_SHORT,
false, 0, POLYGON_VERTICES_DATA_POS_OFFSET);
m.mvp.setAsUniform(hPolygonMatrix[shader]);
}
/**
* draw polygon layers (unil layer.next is not polygon layer)
* using stencil buffer method
*
* @param pos
* used to fade layers accorind to 'fade'
* in layer.area.
* @param renderElement
* layer to draw (referencing vertices in current vbo)
* @param m
* current Matrices
* @param first
* pass true to clear stencil buffer region
* @param div
* scale relative to 'base scale' of the tile
* @param clip
* clip to first quad in current vbo
* @return
* next layer
*/
public static RenderElement draw(MapPosition pos, RenderElement renderElement,
Matrices m, boolean first, float div, boolean clip) {
GLState.test(false, true);
setShader(polyShader, m);
int zoom = pos.zoomLevel;
float scale = (float) pos.getZoomScale();
int cur = mCount;
// reset start when only one layer left in stencil buffer
if (first || cur > 5)
cur = 0;
int start = cur;
RenderElement l = renderElement;
for (; l != null && l.type == RenderElement.POLYGON; l = l.next) {
PolygonLayer pl = (PolygonLayer) l;
// fade out polygon layers (set in RenderTheme)
if (pl.area.fade > 0 && pl.area.fade > zoom)
continue;
if (cur == start) {
drawStencilRegion(first);
first = false;
// op for stencil method polygon drawing
GL.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_INVERT);
}
mFillPolys[cur] = pl;
// set stencil mask to draw to
GL.glStencilMask(1 << cur++);
GL.glDrawArrays(GL20.GL_TRIANGLE_FAN, l.offset, l.verticesCnt);
// draw up to 7 layers into stencil buffer
if (cur == STENCIL_BITS - 1) {
fillPolygons(m, start, cur, zoom, scale, div);
start = cur = 0;
}
}
if (cur > 0)
fillPolygons(m, start, cur, zoom, scale, div);
if (clip) {
if (first) {
drawStencilRegion(first);
// disable writes to stencil buffer
GL.glStencilMask(0x00);
// enable writes to color buffer
GL.glColorMask(true, true, true, true);
} else {
// set test for clip to tile region
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
}
mCount = cur;
return l;
}
public static void clip(Matrices m) {
setShader(polyShader, m);
drawStencilRegion(true);
// disable writes to stencil buffer
GL.glStencilMask(0x00);
// enable writes to color buffer
GL.glColorMask(true, true, true, true);
}
/**
* Draw a tile filling rectangle to set stencil- and depth buffer
* appropriately
*
* @param first in the first run the clip region is set based on
* depth buffer and depth buffer is updated
*/
static void drawStencilRegion(boolean first) {
// if (!first) {
// GL.glStencilMask(0x7F);
// GL.glClear(GL20.GL_STENCIL_BUFFER_BIT);
// // disable drawing to color buffer
// GL.glColorMask(false, false, false, false);
// GL.glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
// }
// disable drawing to color buffer
GL.glColorMask(false, false, false, false);
// write to all stencil bits
GL.glStencilMask(0xFF);
if (first) {
// clear previous clip-region from stencil buffer
//GL.glClear(GL20.GL_STENCIL_BUFFER_BIT);
// Draw clip-region into depth and stencil buffer
// this is used for tile line and polygon layers.
// Depth offset is increased for each tile. Together
// with depth test (GL_LESS) this ensures to only
// draw where no other tile has drawn yet.
GL.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
// test GL_LESS and write to depth buffer
GLState.test(true, true);
GL.glDepthMask(true);
// always pass stencil test and set clip bit
GL.glStencilFunc(GL20.GL_ALWAYS, CLIP_BIT, 0x00);
} else {
// use clip bit from stencil buffer
// to clear stencil 'layer-bits' (0x7f)
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
// set clip bit (0x80) for draw region
GL.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_REPLACE);
// draw a quad for the tile region
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (first) {
// dont modify depth buffer
GL.glDepthMask(false);
// test only stencil
GLState.test(false, true);
GL.glDisable(GL20.GL_POLYGON_OFFSET_FILL);
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
}
public static void drawOver(Matrices m, int color) {
setShader(polyShader, m);
/*
* clear stencilbuffer (tile region) by drawing
* a quad with func 'always' and op 'zero'
*/
if (color != 0) {
GlUtils.setColor(hPolygonColor[0], color, 1);
GLState.blend(true);
} else {
// disable drawing to framebuffer (will be re-enabled in fill)
GL.glColorMask(false, false, false, false);
}
// always pass stencil test:
//glStencilFunc(GL_ALWAYS, 0x00, 0x00);
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
// write to all bits
GL.glStencilMask(0xFF);
// zero out area to draw to
GL.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_ZERO);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (color == 0)
GL.glColorMask(true, true, true, true);
}
private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f };
private static float[] debugFillColor2 = { .8f, .8f, .8f, .8f };
private static FloatBuffer mDebugFill;
static void debugDraw(Matrix4 m, float[] coords, int color) {
GLState.test(false, false);
if (mDebugFill == null) {
mDebugFill = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder())
.asFloatBuffer();
mDebugFill.put(coords);
}
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
mDebugFill.position(0);
GLState.useProgram(polygonProgram[0]);
GL.glEnableVertexAttribArray(hPolygonVertexPosition[0]);
GL.glVertexAttribPointer(hPolygonVertexPosition[0], 2, GL20.GL_FLOAT,
false, 0, mDebugFill);
m.setAsUniform(hPolygonMatrix[0]);
if (color == 0)
GlUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor);
else
GlUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor2);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
GlUtils.checkGlError("draw debug");
}
private final static String polygonVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_pos;"
+ "void main() {"
+ " gl_Position = u_mvp * a_pos;"
+ "}";
private final static String polygonFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "void main() {"
+ " gl_FragColor = u_color;"
+ "}";
private final static String polygonVertexShaderZ = ""
+ "precision highp float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_pos;"
+ "varying float z;"
+ "void main() {"
+ " gl_Position = u_mvp * a_pos;"
+ " z = gl_Position.z;"
+ "}";
private final static String polygonFragmentShaderZ = ""
+ "precision highp float;"
+ "uniform vec4 u_color;"
+ "varying float z;"
+ "void main() {"
+ "if (z < -1.0)"
+ " gl_FragColor = vec4(0.0, z + 2.0, 0.0, 1.0)*0.8;"
+ "else if (z < 0.0)"
+ " gl_FragColor = vec4(z + 1.0, 0.0, 0.0, 1.0)*0.8;"
+ "else if (z < 1.0)"
+ " gl_FragColor = vec4(0.0, 0.0, z, 1.0)*0.8;"
+ "else"
+ " gl_FragColor = vec4(0.0, z - 1.0, 0.0, 1.0)*0.8;"
+ "}";
private final static String textureVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec2 u_scale;"
+ "attribute vec4 a_pos;"
+ "varying vec2 v_st;"
+ "varying vec2 v_st2;"
+ "void main() {"
+ " v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);"
+ " v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);"
+ " gl_Position = u_mvp * a_pos;"
+ "}";
private final static String textureFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "uniform sampler2D tex;"
+ "uniform vec2 u_scale;"
+ "varying vec2 v_st;"
+ "varying vec2 v_st2;"
+ "void main() {"
+ " gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x);"
+ "}";
}
}

View File

@ -12,15 +12,13 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
import org.oscim.utils.pool.Inlist;
/**
* @authorHannes Janetzek
*/
public abstract class Layer extends Inlist<Layer>{
public abstract class RenderElement extends Inlist<RenderElement>{
public final static byte LINE = 0;
public final static byte POLYGON = 1;
public final static byte TEXLINE = 2;

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.core.Point;
@ -34,7 +34,7 @@ public class SymbolItem extends Inlist<SymbolItem> {
protected boolean clearItem(SymbolItem it) {
// drop references
it.bitmap = null;
it.symbol = null;
it.texRegion = null;
it.offset = null;
return true;
}
@ -44,7 +44,7 @@ public class SymbolItem extends Inlist<SymbolItem> {
public float x;
public float y;
public TextureRegion symbol;
public TextureRegion texRegion;
public Bitmap bitmap;
public Point offset;

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import java.nio.ShortBuffer;
@ -31,7 +31,7 @@ public final class SymbolLayer extends TextureLayer {
private SymbolItem symbols;
public SymbolLayer() {
type = Layer.SYMBOL;
type = RenderElement.SYMBOL;
fixed = true;
}
@ -78,19 +78,19 @@ public final class SymbolLayer extends TextureLayer {
int x = 0;
int y = 0;
if (it.symbol != null) {
if (it.texRegion != null) {
// FIXME this work only with one TextureAtlas per
// SymbolLayer.
if (textures == null) {
to = it.symbol.atlas.loadTexture();
to = it.texRegion.atlas.loadTexture();
// clone TextureItem to use same texID with
// multiple TextureItem
to = TextureItem.clone(to);
textures = Inlist.append(textures, to);
}
TextureAtlas.Rect r = it.symbol.rect;
TextureAtlas.Rect r = it.texRegion.rect;
x = r.x;
y = r.y;
width = r.w;
@ -147,7 +147,7 @@ public final class SymbolLayer extends TextureLayer {
if (it2 == null
|| (it.bitmap != null && it2.bitmap != it.bitmap)
|| (it.symbol != null && it2.symbol != it.symbol)) {
|| (it.texRegion != null && it2.texRegion != it.texRegion)) {
it = it2;
break;
}
@ -171,7 +171,7 @@ public final class SymbolLayer extends TextureLayer {
pos += 24;
// six elements used to draw the four vertices
to.vertices += TextureRenderer.INDICES_PER_SPRITE;
to.vertices += TextureLayer.Renderer.INDICES_PER_SPRITE;
}
numIndices += to.vertices;
}

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import org.oscim.theme.renderinstruction.Text;
import org.oscim.utils.pool.Inlist;

View File

@ -12,11 +12,11 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import static org.oscim.renderer.GLRenderer.COORD_SCALE;
import static org.oscim.renderer.sublayers.TextureItem.TEXTURE_HEIGHT;
import static org.oscim.renderer.sublayers.TextureItem.TEXTURE_WIDTH;
import static org.oscim.renderer.MapRenderer.COORD_SCALE;
import static org.oscim.renderer.elements.TextureItem.TEXTURE_HEIGHT;
import static org.oscim.renderer.elements.TextureItem.TEXTURE_WIDTH;
import org.oscim.backend.CanvasAdapter;
import org.oscim.backend.canvas.Canvas;
@ -38,7 +38,7 @@ public final class TextLayer extends TextureLayer {
}
public TextLayer() {
type = Layer.SYMBOL;
type = RenderElement.SYMBOL;
//mCanvas = Graphics.res.getCanvas();
mCanvas = CanvasAdapter.g.getCanvas();
fixed = true;
@ -244,7 +244,7 @@ public final class TextLayer extends TextureLayer {
buf[pos++] = v1;
// six indices to draw the four vertices
numIndices += TextureRenderer.INDICES_PER_SPRITE;
numIndices += TextureLayer.Renderer.INDICES_PER_SPRITE;
verticesCnt += 4;
if (it.next == null || (it.next.text != it.text)

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import java.util.ArrayList;
@ -246,7 +246,7 @@ public class TextureItem extends Inlist<TextureItem> {
int[] textureIds = GlUtils.glGenTextures(1);
t.id = textureIds[0];
initTexture(t);
if (TextureRenderer.debug)
if (TextureLayer.Renderer.debug)
Log.d(TAG, "fill:" + pool.getFill()
+ " count:" + mTexCnt
+ " new texture " + t.id);
@ -286,7 +286,7 @@ public class TextureItem extends Inlist<TextureItem> {
t.height = h;
}
if (TextureRenderer.debug)
if (TextureLayer.Renderer.debug)
GlUtils.checkGlError(TAG);
}

View File

@ -0,0 +1,213 @@
/*
* Copyright 2012, 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.elements;
import static org.oscim.renderer.MapRenderer.COORD_SCALE;
import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.GLState;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.utils.GlUtils;
public abstract class TextureLayer extends RenderElement {
// holds textures and offset in vbo
public TextureItem textures;
// scale mode
public boolean fixed;
/**
* @param sbuf
* buffer to add vertices
*/
@Override
protected void compile(ShortBuffer sbuf) {
for (TextureItem to = textures; to != null; to = to.next)
to.upload();
// add vertices to vbo
ElementLayers.addPoolItems(this, sbuf);
}
abstract public boolean prepare();
static void putSprite(short buf[], int pos,
short tx, short ty,
short x1, short y1,
short x2, short y2,
short u1, short v1,
short u2, short v2) {
// top-left
buf[pos + 0] = tx;
buf[pos + 1] = ty;
buf[pos + 2] = x1;
buf[pos + 3] = y1;
buf[pos + 4] = u1;
buf[pos + 5] = v2;
// bot-left
buf[pos + 6] = tx;
buf[pos + 7] = ty;
buf[pos + 8] = x1;
buf[pos + 9] = y2;
buf[pos + 10] = u1;
buf[pos + 11] = v1;
// top-right
buf[pos + 12] = tx;
buf[pos + 13] = ty;
buf[pos + 14] = x2;
buf[pos + 15] = y1;
buf[pos + 16] = u2;
buf[pos + 17] = v2;
// bot-right
buf[pos + 18] = tx;
buf[pos + 19] = ty;
buf[pos + 20] = x2;
buf[pos + 21] = y2;
buf[pos + 22] = u2;
buf[pos + 23] = v1;
}
public static final class Renderer {
//private final static String TAG = TextureRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
public final static boolean debug = false;
private static int mTextureProgram;
private static int hTextureMVMatrix;
private static int hTextureProjMatrix;
private static int hTextureVertex;
private static int hTextureScale;
private static int hTextureScreenScale;
private static int hTextureTexCoord;
private static int hTextureSize;
public final static int INDICES_PER_SPRITE = 6;
final static int VERTICES_PER_SPRITE = 4;
final static int SHORTS_PER_VERTICE = 6;
static void init() {
mTextureProgram = GlUtils.createProgram(textVertexShader,
textFragmentShader);
hTextureMVMatrix = GL.glGetUniformLocation(mTextureProgram, "u_mv");
hTextureProjMatrix = GL.glGetUniformLocation(mTextureProgram, "u_proj");
hTextureScale = GL.glGetUniformLocation(mTextureProgram, "u_scale");
hTextureSize = GL.glGetUniformLocation(mTextureProgram, "u_div");
hTextureScreenScale = GL.glGetUniformLocation(mTextureProgram, "u_swidth");
hTextureVertex = GL.glGetAttribLocation(mTextureProgram, "vertex");
hTextureTexCoord = GL.glGetAttribLocation(mTextureProgram, "tex_coord");
}
public static RenderElement draw(RenderElement renderElement, float scale, Matrices m) {
GLState.test(false, false);
GLState.blend(true);
GLState.useProgram(mTextureProgram);
GLState.enableVertexArrays(hTextureTexCoord, hTextureVertex);
TextureLayer tl = (TextureLayer) renderElement;
if (tl.fixed)
GL.glUniform1f(hTextureScale, (float) Math.sqrt(scale));
else
GL.glUniform1f(hTextureScale, 1);
GL.glUniform1f(hTextureScreenScale, 1f / MapRenderer.screenWidth);
m.proj.setAsUniform(hTextureProjMatrix);
m.mvp.setAsUniform(hTextureMVMatrix);
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, MapRenderer.mQuadIndicesID);
for (TextureItem ti = tl.textures; ti != null; ti = ti.next) {
ti.bind();
int maxVertices = MapRenderer.maxQuads * INDICES_PER_SPRITE;
GL.glUniform2f(hTextureSize,
1f / (ti.width * COORD_SCALE),
1f / (ti.height * COORD_SCALE));
// draw up to maxVertices in each iteration
for (int i = 0; i < ti.vertices; i += maxVertices) {
// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
int off = (ti.offset + i) * 8 + tl.offset;
GL.glVertexAttribPointer(hTextureVertex, 4,
GL20.GL_SHORT, false, 12, off);
GL.glVertexAttribPointer(hTextureTexCoord, 2,
GL20.GL_SHORT, false, 12, off + 8);
int numVertices = ti.vertices - i;
if (numVertices > maxVertices)
numVertices = maxVertices;
GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
GL20.GL_UNSIGNED_SHORT, 0);
}
}
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
return renderElement.next;
}
private final static double COORD_DIV = 1.0 / MapRenderer.COORD_SCALE;
private final static String textVertexShader = ""
+ "precision highp float;"
+ "attribute vec4 vertex;"
+ "attribute vec2 tex_coord;"
+ "uniform mat4 u_mv;"
+ "uniform mat4 u_proj;"
+ "uniform float u_scale;"
+ "uniform float u_swidth;"
+ "uniform vec2 u_div;"
+ "varying vec2 tex_c;"
+ "const float coord_scale = " + COORD_DIV + ";"
+ "void main() {"
+ " vec4 pos;"
+ " vec2 dir = vertex.zw;"
+ " if (mod(vertex.x, 2.0) == 0.0){"
+ " pos = u_proj * (u_mv * vec4(vertex.xy + dir * u_scale, 0.0, 1.0));"
+ " } else {" // place as billboard
+ " vec4 center = u_mv * vec4(vertex.xy, 0.0, 1.0);"
+ " pos = u_proj * (center + vec4(dir * (coord_scale * u_swidth), 0.0, 0.0));"
+ " }"
+ " gl_Position = pos;"
+ " tex_c = tex_coord * u_div;"
+ "}";
private final static String textFragmentShader = ""
+ "precision highp float;"
+ "uniform sampler2D tex;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_FragColor = texture2D(tex, tex_c.xy);"
+ "}";
}
}

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@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
package org.oscim.renderer.elements;
import org.oscim.utils.pool.Inlist;
import org.oscim.utils.pool.SyncPool;

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@ -1,144 +0,0 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ShortBuffer;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.renderer.GLRenderer;
/**
* Renderer for a single bitmap, width and height must be power of 2.
*/
public class BitmapLayer extends TextureLayer {
// private final static String TAG = BitmapLayer.class.getName();
private Bitmap mBitmap;
private final boolean mReuseBitmap;
private final short[] mVertices;
/**
* @param reuseBitmap false if the Bitmap should be recycled after
* it is compiled to texture.
* */
public BitmapLayer(boolean reuseBitmap) {
type = Layer.BITMAP;
mReuseBitmap = reuseBitmap;
mVertices = new short[24];
// used for size calculation of Layers buffer.
verticesCnt = 4;
}
public void setBitmap(Bitmap bitmap, int w, int h) {
mWidth = w;
mHeight = h;
mBitmap = bitmap;
if (this.textures == null)
this.textures = new TextureItem(mBitmap);
TextureItem ti = this.textures;
ti.vertices = TextureRenderer.INDICES_PER_SPRITE;
}
private int mWidth, mHeight;
/**
* Set target dimension to renderthe bitmap */
public void setSize(int w, int h){
mWidth = w;
mHeight = h;
}
private void setVertices(ShortBuffer sbuf){
short[] buf = mVertices;
short w = (short) (mWidth * GLRenderer.COORD_SCALE);
short h = (short) (mHeight* GLRenderer.COORD_SCALE);
short t = 1;
int pos = 0;
// top-left
buf[pos++] = 0;
buf[pos++] = 0;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = 0;
buf[pos++] = 0;
// bot-left
buf[pos++] = 0;
buf[pos++] = h;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = 0;
buf[pos++] = t;
// top-right
buf[pos++] = w;
buf[pos++] = 0;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = t;
buf[pos++] = 0;
// bot-right
buf[pos++] = w;
buf[pos++] = h;
buf[pos++] = -1;
buf[pos++] = -1;
buf[pos++] = t;
buf[pos++] = t;
this.offset = sbuf.position() * 2; // bytes
sbuf.put(buf);
}
@Override
public boolean prepare() {
return false;
}
@Override
protected void compile(ShortBuffer sbuf) {
if (mBitmap == null)
return;
setVertices(sbuf);
textures.upload();
if (!mReuseBitmap) {
mBitmap.recycle();
mBitmap = null;
textures.bitmap = null;
}
}
@Override
protected void clear() {
if (mBitmap != null) {
if (!mReuseBitmap)
mBitmap.recycle();
mBitmap = null;
textures.bitmap = null;
}
TextureItem.releaseTexture(textures);
textures = null;
VertexItem.pool.releaseAll(vertexItems);
vertexItems = null;
}
}

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@ -1,139 +0,0 @@
/*
* Copyright 2012, 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.utils.GlUtils;
// TODO merge with TextureRenderer
public final class BitmapRenderer {
//private final static String TAG = BitmapRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
public final static boolean debug = true;
private static int mTextureProgram;
private static int hTextureMVMatrix;
private static int hTextureProjMatrix;
private static int hTextureVertex;
private static int hTextureScale;
private static int hTextureScreenScale;
private static int hTextureTexCoord;
private static int hAlpha;
public final static int INDICES_PER_SPRITE = 6;
final static int VERTICES_PER_SPRITE = 4;
final static int SHORTS_PER_VERTICE = 6;
static void init() {
mTextureProgram = GlUtils.createProgram(textVertexShader,
textFragmentShader);
hTextureMVMatrix = GL.glGetUniformLocation(mTextureProgram, "u_mv");
hTextureProjMatrix = GL.glGetUniformLocation(mTextureProgram, "u_proj");
hTextureScale = GL.glGetUniformLocation(mTextureProgram, "u_scale");
hTextureScreenScale = GL.glGetUniformLocation(mTextureProgram, "u_swidth");
hTextureVertex = GL.glGetAttribLocation(mTextureProgram, "vertex");
hTextureTexCoord = GL.glGetAttribLocation(mTextureProgram, "tex_coord");
hAlpha = GL.glGetUniformLocation(mTextureProgram, "u_alpha");
}
public static Layer draw(Layer layer, Matrices m, float scale, float alpha) {
//GLState.test(false, false);
GLState.blend(true);
GLState.useProgram(mTextureProgram);
GLState.enableVertexArrays(hTextureTexCoord, hTextureVertex);
TextureLayer tl = (TextureLayer) layer;
if (tl.fixed)
GL.glUniform1f(hTextureScale, (float) Math.sqrt(scale));
else
GL.glUniform1f(hTextureScale, 1);
GL.glUniform1f(hTextureScreenScale, 1f / GLRenderer.screenWidth);
GL.glUniform1f(hAlpha, alpha);
m.proj.setAsUniform(hTextureProjMatrix);
m.mvp.setAsUniform(hTextureMVMatrix);
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, GLRenderer.mQuadIndicesID);
for (TextureItem ti = tl.textures; ti != null; ti = ti.next) {
ti.bind();
int maxVertices = GLRenderer.maxQuads * INDICES_PER_SPRITE;
// draw up to maxVertices in each iteration
for (int i = 0; i < ti.vertices; i += maxVertices) {
// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
int off = (ti.offset + i) * 8 + tl.offset;
GL.glVertexAttribPointer(hTextureVertex, 4,
GL20.GL_SHORT, false, 12, off);
GL.glVertexAttribPointer(hTextureTexCoord, 2,
GL20.GL_SHORT, false, 12, off + 8);
int numVertices = ti.vertices - i;
if (numVertices > maxVertices)
numVertices = maxVertices;
GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
GL20.GL_UNSIGNED_SHORT, 0);
}
}
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
return layer.next;
}
private final static String textVertexShader = ""
+ "precision mediump float; "
+ "attribute vec4 vertex;"
+ "attribute vec2 tex_coord;"
+ "uniform mat4 u_mv;"
+ "uniform mat4 u_proj;"
+ "uniform float u_scale;"
+ "uniform float u_swidth;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_Position = u_mv * vec4(vertex.xy, 0.0, 1.0);"
+ " tex_c = tex_coord;"
+ "}";
private final static String textFragmentShader = ""
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ "uniform float u_alpha;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_FragColor = texture2D(tex, tex_c.xy) * u_alpha;"
+ "}";
}

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@ -1,571 +0,0 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ShortBuffer;
import org.oscim.backend.canvas.Paint.Cap;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.FastMath;
/**
*/
public final class LineLayer extends Layer {
private static final float COORD_SCALE = GLRenderer.COORD_SCALE;
// scale factor mapping extrusion vector to short values
public static final float DIR_SCALE = 2048;
// mask for packing last two bits of extrusion vector with texture
// coordinates
private static final int DIR_MASK = 0xFFFFFFFC;
// lines referenced by this outline layer
public LineLayer outlines;
public Line line;
public float width;
public boolean roundCap;
LineLayer(int layer) {
this.level = layer;
this.type = Layer.LINE;
}
public void addOutline(LineLayer link) {
for (LineLayer l = outlines; l != null; l = l.outlines)
if (link == l)
return;
link.outlines = outlines;
outlines = link;
}
/**
* line extrusion is based on code from GLMap
* (https://github.com/olofsj/GLMap/)
*
* @param points
* array of points as x,y pairs.
* @param index
* array of indices holding the length of the individual
* line coordinates (i.e. points * 2).
* when index is null one a line with points.length
* is assumed.
* @param closed
* whether to connect start- and end-point.
*/
public void addLine(float[] points, short[] index, boolean closed) {
addLine(points, index, -1, closed);
}
public void addLine(GeometryBuffer geom) {
if (geom.isPoly())
addLine(geom.points, geom.index, -1, true);
else if (geom.isLine())
addLine(geom.points, geom.index, -1, false);
}
public void addLine(float[] points, int numPoints, boolean closed) {
if (numPoints >= 4)
addLine(points, null, numPoints, closed);
}
private void addLine(float[] points, short[] index, int numPoints, boolean closed) {
float x, y, nextX, nextY;
float a, ux, uy, vx, vy, wx, wy;
int tmax = Tile.SIZE + 4;
int tmin = -4;
boolean rounded = false;
boolean squared = false;
if (line.cap == Cap.ROUND)
rounded = true;
else if (line.cap == Cap.SQUARE)
squared = true;
if (vertexItems == null)
curItem = vertexItems = VertexItem.pool.get();
VertexItem si = curItem;
short v[] = si.vertices;
int opos = si.used;
// FIXME: remove this when switching to oscimap MapDatabase
//if (!MapView.enableClosePolygons)
// closed = false;
// Note: just a hack to save some vertices, when there are more than 200 lines
// per type
if (rounded) {
int cnt = 0;
for (int i = 0, n = index.length; i < n; i++, cnt++) {
if (index[i] < 0)
break;
if (cnt > 400) {
rounded = false;
break;
}
}
}
roundCap = rounded;
int n;
int length = 0;
if (index == null) {
n = 1;
if (numPoints > 0) {
length = numPoints;
} else {
length = points.length;
}
} else {
n = index.length;
}
for (int i = 0, pos = 0; i < n; i++) {
if (index != null)
length = index[i];
// check end-marker in indices
if (length < 0)
break;
// need at least two points
if (length < 4) {
pos += length;
continue;
}
// amount of vertices used
// + 2 for drawing triangle-strip
// + 4 for round caps
// + 2 for closing polygons
verticesCnt += length + (rounded ? 6 : 2) + (closed ? 2 : 0);
int ipos = pos;
x = points[ipos++];
y = points[ipos++];
nextX = points[ipos++];
nextY = points[ipos++];
// Calculate triangle corners for the given width
vx = nextX - x;
vy = nextY - y;
// Unit vector to next node
a = (float) Math.sqrt(vx * vx + vy * vy);
vx /= a;
vy /= a;
// perpendicular on the first segment
ux = -vy;
uy = vx;
int ddx, ddy;
// vertex point coordinate
short ox = (short) (x * COORD_SCALE);
short oy = (short) (y * COORD_SCALE);
// vertex extrusion vector, last two bit
// encode texture coord.
short dx, dy;
// when the endpoint is outside the tile region omit round caps.
boolean outside = (x < tmin || x > tmax || y < tmin || y > tmax);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
if (rounded && !outside) {
// add first vertex twice
ddx = (int) ((ux - vx) * DIR_SCALE);
ddy = (int) ((uy - vy) * DIR_SCALE);
dx = (short) (0 | ddx & DIR_MASK);
dy = (short) (2 | ddy & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
ddx = (int) (-(ux + vx) * DIR_SCALE);
ddy = (int) (-(uy + vy) * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | ddx & DIR_MASK);
v[opos++] = (short) (2 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// Start of line
ddx = (int) (ux * DIR_SCALE);
ddy = (int) (uy * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | -ddx & DIR_MASK);
v[opos++] = (short) (1 | -ddy & DIR_MASK);
} else {
// outside means line is probably clipped
// TODO should align ending with tile boundary
// for now, just extend the line a little
float tx = vx;
float ty = vy;
if (squared) {
tx = 0;
ty = 0;
} else if (!outside) {
tx *= 0.5;
ty *= 0.5;
}
if (rounded)
verticesCnt -= 2;
// add first vertex twice
ddx = (int) ((ux - tx) * DIR_SCALE);
ddy = (int) ((uy - ty) * DIR_SCALE);
dx = (short) (0 | ddx & DIR_MASK);
dy = (short) (1 | ddy & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
ddx = (int) (-(ux + tx) * DIR_SCALE);
ddy = (int) (-(uy + ty) * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
}
x = nextX;
y = nextY;
boolean flip = false;
// Unit vector pointing back to previous node
vx *= -1;
vy *= -1;
int end = pos + length;
for (;;) {
if (ipos < end) {
nextX = points[ipos++];
nextY = points[ipos++];
} else if (closed && ipos < end + 2) {
// add startpoint == endpoint
nextX = points[pos];
nextY = points[pos + 1];
ipos += 2;
} else
break;
// Unit vector pointing forward to next node
wx = nextX - x;
wy = nextY - y;
a = (float) Math.sqrt(wx * wx + wy * wy);
wx /= a;
wy /= a;
// Sum of these two vectors points
ux = vx + wx;
uy = vy + wy;
// cross-product
a = wx * uy - wy * ux;
if (FastMath.abs(a) < 0.01f) {
// Almost straight
ux = -wy;
uy = wx;
} else {
ux /= a;
uy /= a;
// avoid miter going to infinity.
// TODO add option for round joints
if (FastMath.absMaxCmp(ux, uy, 4f)) {
ux = vx - wx;
uy = vy - wy;
a = -wy * ux + wx * uy;
ux /= a;
uy /= a;
flip = !flip;
}
}
ox = (short) (x * COORD_SCALE);
oy = (short) (y * COORD_SCALE);
ddx = (int) (ux * DIR_SCALE);
ddy = (int) (uy * DIR_SCALE);
if (flip) {
ddx = -ddx;
ddy = -ddy;
}
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | -ddx & DIR_MASK);
v[opos++] = (short) (1 | -ddy & DIR_MASK);
x = nextX;
y = nextY;
// flip unit vector to point back
vx = -wx;
vy = -wy;
}
ux = vy;
uy = -vx;
outside = (x < tmin || x > tmax || y < tmin || y > tmax);
if (opos == VertexItem.SIZE) {
si.next = VertexItem.pool.get();
si = si.next;
opos = 0;
v = si.vertices;
}
ox = (short) (x * COORD_SCALE);
oy = (short) (y * COORD_SCALE);
if (rounded && !outside) {
ddx = (int) (ux * DIR_SCALE);
ddy = (int) (uy * DIR_SCALE);
if (flip) {
ddx = -ddx;
ddy = -ddy;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | ddx & DIR_MASK);
v[opos++] = (short) (1 | ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (2 | -ddx & DIR_MASK);
v[opos++] = (short) (1 | -ddy & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// For rounded line edges
ddx = (int) ((ux - vx) * DIR_SCALE);
ddy = (int) ((uy - vy) * DIR_SCALE);
dx = (short) (0 | (flip ? -ddx : ddx) & DIR_MASK);
dy = (short) (0 | (flip ? -ddy : ddy) & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// add last vertex twice
ddx = (int) (-(ux + vx) * DIR_SCALE);
ddy = (int) (-(uy + vy) * DIR_SCALE);
dx = (short) (2 | (flip ? -ddx : ddx) & DIR_MASK);
dy = (short) (0 | (flip ? -ddy : ddy) & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
} else {
if (squared) {
vx = 0;
vy = 0;
} else if (!outside) {
vx *= 0.5;
vy *= 0.5;
}
if (rounded)
verticesCnt -= 2;
ddx = (int) ((ux - vx) * DIR_SCALE);
ddy = (int) ((uy - vy) * DIR_SCALE);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = (short) (0 | (flip ? -ddx : ddx) & DIR_MASK);
v[opos++] = (short) (1 | (flip ? -ddy : ddy) & DIR_MASK);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
// add last vertex twice
ddx = (int) (-(ux + vx) * DIR_SCALE);
ddy = (int) (-(uy + vy) * DIR_SCALE);
dx = (short) (2 | (flip ? -ddx : ddx) & DIR_MASK);
dy = (short) (1 | (flip ? -ddy : ddy) & DIR_MASK);
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos++] = ox;
v[opos++] = oy;
v[opos++] = dx;
v[opos++] = dy;
}
pos += length;
}
si.used = opos;
curItem = si;
}
@Override
public void clear() {
if (vertexItems != null) {
VertexItem.pool.releaseAll(vertexItems);
vertexItems = null;
curItem = null;
}
verticesCnt = 0;
}
@Override
protected void compile(ShortBuffer sbuf) {
}
}

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@ -1,399 +0,0 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.GlUtils;
public final class LineRenderer {
private final static String TAG = LineRenderer.class.getName();
private static GL20 GL;
private static final int LINE_VERTICES_DATA_POS_OFFSET = 0;
// factor to normalize extrusion vector and scale to coord scale
private final static float COORD_SCALE_BY_DIR_SCALE =
GLRenderer.COORD_SCALE / LineLayer.DIR_SCALE;
// shader handles
private static int[] lineProgram = new int[2];
private static int[] hLineVertexPosition = new int[2];
private static int[] hLineColor = new int[2];
private static int[] hLineMatrix = new int[2];
private static int[] hLineScale = new int[2];
private static int[] hLineWidth = new int[2];
private static int[] hLineMode = new int[2];
public static int mTexID;
static boolean init() {
GL = GLAdapter.get();
lineProgram[0] = GlUtils.createProgram(lineVertexShader,
lineFragmentShader);
if (lineProgram[0] == 0) {
Log.e(TAG, "Could not create line program.");
//return false;
}
lineProgram[1] = GlUtils.createProgram(lineVertexShader,
lineSimpleFragmentShader);
if (lineProgram[1] == 0) {
Log.e(TAG, "Could not create simple line program.");
return false;
}
for (int i = 0; i < 2; i++) {
if (lineProgram[i] == 0)
continue;
hLineMatrix[i] = GL.glGetUniformLocation(lineProgram[i], "u_mvp");
hLineScale[i] = GL.glGetUniformLocation(lineProgram[i], "u_wscale");
hLineWidth[i] = GL.glGetUniformLocation(lineProgram[i], "u_width");
hLineColor[i] = GL.glGetUniformLocation(lineProgram[i], "u_color");
hLineMode[i] = GL.glGetUniformLocation(lineProgram[i], "u_mode");
hLineVertexPosition[i] = GL.glGetAttribLocation(lineProgram[i], "a_pos");
}
// 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++) {
float xx = x * x;
for (int y = 0; y < 128; y++) {
float yy = y * y;
int color = (int) (Math.sqrt(xx + yy) * 2);
if (color > 255)
color = 255;
pixel[x + y * 128] = (byte) color;
}
}
mTexID = GlUtils.loadTexture(pixel, 128, 128, GL20.GL_ALPHA,
GL20.GL_NEAREST, GL20.GL_NEAREST,
GL20.GL_MIRRORED_REPEAT, GL20.GL_MIRRORED_REPEAT);
Log.d(TAG, "TEX ID: " + mTexID);
return true;
}
public static Layer draw(Layers layers, Layer curLayer, MapPosition pos,
Matrices m, float div, int mode) {
if (curLayer == null)
return null;
// FIXME HACK: fallback to simple shader
if (lineProgram[mode] == 0)
mode = 1;
GLState.useProgram(lineProgram[mode]);
GLState.blend(true);
// Somehow we loose the texture after an indefinite
// time, when label/symbol textures are used.
// Debugging gl on Desktop is most fun imaginable,
// so for now:
if (!GLAdapter.GDX_DESKTOP_QUIRKS)
GLState.bindTex2D(mTexID);
int uLineScale = hLineScale[mode];
int uLineMode = hLineMode[mode];
int uLineColor = hLineColor[mode];
int uLineWidth = hLineWidth[mode];
GLState.enableVertexArrays(hLineVertexPosition[mode], -1);
GL.glVertexAttribPointer(hLineVertexPosition[mode], 4, GL20.GL_SHORT,
false, 0, layers.lineOffset + LINE_VERTICES_DATA_POS_OFFSET);
//glUniformMatrix4fv(hLineMatrix[mode], 1, false, matrix, 0);
m.mvp.setAsUniform(hLineMatrix[mode]);
//int zoom = FastMath.log2((int) pos.absScale);
int zoom = pos.zoomLevel;
double scale = pos.getZoomScale();
// Line scale factor for non fixed lines: Within a zoom-
// level lines would be scaled by the factor 2 by view-matrix.
// 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
double 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 pixel = 0;
if (mode == 1)
pixel = (float) (1.5 / s);
GL.glUniform1f(uLineScale, pixel);
int lineMode = 0;
GL.glUniform1f(uLineMode, lineMode);
boolean blur = false;
Layer l = curLayer;
for (; l != null && l.type == Layer.LINE; l = l.next) {
LineLayer ll = (LineLayer) l;
Line line = ll.line;
float width;
if (line.fade < zoom) {
GlUtils.setColor(uLineColor, line.color, 1);
} else if (line.fade > zoom) {
continue;
} else {
float alpha = (float) (scale > 1.2 ? scale : 1.2) - 1;
GlUtils.setColor(uLineColor, line.color, alpha);
}
if (mode == 0 && blur && line.blur == 0) {
GL.glUniform1f(uLineScale, 0);
blur = false;
}
if (line.outline) {
// draw linelayers references by this outline
for (LineLayer o = ll.outlines; o != null; o = o.outlines) {
if (o.line.fixed /* || strokeMaxZoom */) {
width = (float) ((ll.width + o.width) / s);
} else {
width = (float) (ll.width / s + o.width / lineScale);
// check min-size for outline
if (o.line.min > 0 && o.width * lineScale < o.line.min * 2)
continue;
}
GL.glUniform1f(uLineWidth, width * COORD_SCALE_BY_DIR_SCALE);
if (line.blur != 0) {
GL.glUniform1f(uLineScale, (float) (1 - (line.blur / s)));
blur = true;
} else if (mode == 1) {
GL.glUniform1f(uLineScale, pixel / width);
}
if (o.roundCap) {
if (lineMode != 1) {
lineMode = 1;
GL.glUniform1f(uLineMode, lineMode);
}
} else if (lineMode != 0) {
lineMode = 0;
GL.glUniform1f(uLineMode, lineMode);
}
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, o.offset, o.verticesCnt);
}
} else {
if (line.fixed /* || strokeMaxZoom */) {
// invert scaling of extrusion vectors so that line
// width stays the same.
width = (float) (ll.width / s);
} else {
// reduce linear scaling of extrusion vectors so that
// line width increases by sqrt(2.2).
width = ll.width / lineScale;
// min-size hack to omit outline when line becomes
// very thin
if ((ll.line.min > 0) && (ll.width * lineScale < ll.line.min * 2))
width = (ll.width - 0.2f) / lineScale;
}
GL.glUniform1f(uLineWidth, width * COORD_SCALE_BY_DIR_SCALE);
if (line.blur != 0) {
GL.glUniform1f(uLineScale, line.blur);
blur = true;
} else if (mode == 1) {
GL.glUniform1f(uLineScale, pixel / width);
}
if (ll.roundCap) {
if (lineMode != 1) {
lineMode = 1;
GL.glUniform1f(uLineMode, lineMode);
}
} else if (lineMode != 0) {
lineMode = 0;
GL.glUniform1f(uLineMode, lineMode);
}
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, l.offset, l.verticesCnt);
}
}
return l;
}
private final static String lineVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
// factor to increase line width relative to scale
+ "uniform float u_width;"
// xy hold position, zw extrusion vector
+ "attribute vec4 a_pos;"
+ "uniform float u_mode;"
+ "varying vec2 v_st;"
+ "void main() {"
// scale extrusion to u_width pixel
// just ignore the two most insignificant bits of a_st :)
+ " vec2 dir = a_pos.zw;"
+ " gl_Position = u_mvp * vec4(a_pos.xy + (u_width * dir), 0.0, 1.0);"
// last two bits of a_st hold the texture coordinates
// ..maybe one could wrap texture so that `abs` is not required
+ " v_st = abs(mod(dir, 4.0)) - 1.0;"
+ "}";
private final static String lineSimpleFragmentShader = ""
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ "uniform float u_wscale;"
+ "uniform float u_mode;"
+ "uniform vec4 u_color;"
+ "varying vec2 v_st;"
+ "void main() {"
//+ " float len;"
// (currently required as overlay line renderers dont load the texture)
//+ " if (u_mode == 0)"
//+ " len = abs(v_st.s);"
//+ " else"
//+ " len = texture2D(tex, v_st).a;"
//+ " len = u_mode * length(v_st);"
// this avoids branching, need to check performance
+ (GLAdapter.GDX_DESKTOP_QUIRKS
? " float len = max((1.0 - u_mode) * abs(v_st.s), u_mode * length(v_st));"
: " float len = max((1.0 - u_mode) * abs(v_st.s), u_mode * texture2D(tex, v_st).a);")
// interpolate alpha between: 0.0 < 1.0 - len < u_wscale
// where wscale is 'filter width' / 'line width' and 0 <= len <= sqrt(2)
//+ " gl_FragColor = u_color * smoothstep(0.0, u_wscale, 1.0 - len);"
//+ " gl_FragColor = mix(vec4(1.0,0.0,0.0,1.0), u_color, smoothstep(0.0, u_wscale, 1.0 - len));"
+ " float alpha = min(1.0, (1.0 - len) / u_wscale);"
+ " if (alpha > 0.1)"
+ " gl_FragColor = u_color * alpha;"
+ " else"
+ " discard;"
// + "gl_FragColor = vec4(texture2D(tex, v_st).a);"
+ "}";
private final static String lineFragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ "uniform float u_mode;"
+ "uniform vec4 u_color;"
+ "uniform float u_wscale;"
+ "varying vec2 v_st;"
+ "void main() {"
+ " float len;"
+ " float fuzz;"
+ " if (u_mode == 0.0){"
+ " len = abs(v_st.s);"
+ " fuzz = fwidth(v_st.s);"
+ " } else {"
+ (GLAdapter.GDX_DESKTOP_QUIRKS
? " len = length(v_st);"
: " len = texture2D(tex, v_st).a;")
+ " vec2 st_width = fwidth(v_st);"
+ " fuzz = max(st_width.s, st_width.t);"
+ " }"
//+ " gl_FragColor = u_color * smoothstep(0.0, fuzz + u_wscale, 1.0 - len);"
// smoothstep is too sharp, guess one could increase extrusion with z..
// this looks ok:
//+ " gl_FragColor = u_color * min(1.0, (1.0 - len) / (u_wscale + fuzz));"
// can be faster according to nvidia docs 'Optimize OpenGL ES 2.0 Performace'
+ " gl_FragColor = u_color * clamp((1.0 - len) / (u_wscale + fuzz), 0.0, 1.0);"
//+ " gl_FragColor = mix(vec4(0.0,1.0,0.0,1.0), u_color, clamp((1.0 - len) / (u_wscale + fuzz), 0.0, 1.0));"
+ "}";
// private final static String lineVertexShader = ""
// + "precision mediump float;"
// + "uniform mat4 u_mvp;"
// + "uniform float u_width;"
// + "attribute vec4 a_pos;"
// + "uniform int u_mode;"
// //+ "attribute vec2 a_st;"
// + "varying vec2 v_st;"
// + "const float dscale = 8.0/2048.0;"
// + "void main() {"
// // scale extrusion to u_width pixel
// // just ignore the two most insignificant bits of a_st :)
// + " vec2 dir = a_pos.zw;"
// + " gl_Position = u_mvp * vec4(a_pos.xy + (dscale * u_width * dir), 0.0, 1.0);"
// // last two bits of a_st hold the texture coordinates
// + " v_st = u_width * (abs(mod(dir, 4.0)) - 1.0);"
// // use bit operations when available (gles 1.3)
// // + " v_st = u_width * vec2(a_st.x & 3 - 1, a_st.y & 3 - 1);"
// + "}";
//
// private final static String lineSimpleFragmentShader = ""
// + "precision mediump float;"
// + "uniform float u_wscale;"
// + "uniform float u_width;"
// + "uniform int u_mode;"
// + "uniform vec4 u_color;"
// + "varying vec2 v_st;"
// + "void main() {"
// + " float len;"
// + " if (u_mode == 0)"
// + " len = abs(v_st.s);"
// + " else "
// + " len = length(v_st);"
// // fade to alpha. u_wscale is the width in pixel which should be
// // faded, u_width - len the position of this fragment on the
// // perpendicular to this line segment. this only works with no
// // perspective
// //+ " gl_FragColor = min(1.0, (u_width - len) / u_wscale) * u_color;"
// + " gl_FragColor = u_color * smoothstep(0.0, u_wscale, (u_width - len));"
// + "}";
//
// private final static String lineFragmentShader = ""
// + "#extension GL_OES_standard_derivatives : enable\n"
// + "precision mediump float;"
// + "uniform float u_wscale;"
// + "uniform float u_width;"
// + "uniform int u_mode;"
// + "uniform vec4 u_color;"
// + "varying vec2 v_st;"
// + "void main() {"
// + " float len;"
// + " float fuzz;"
// + " if (u_mode == 0){"
// + " len = abs(v_st.s);"
// + " fuzz = u_wscale + fwidth(v_st.s);"
// + " } else {"
// + " len = length(v_st);"
// + " vec2 st_width = fwidth(v_st);"
// + " fuzz = u_wscale + max(st_width.s, st_width.t);"
// + " }"
// + " gl_FragColor = u_color * min(1.0, (u_width - len) / fuzz);"
// + "}";
}

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/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ShortBuffer;
import org.oscim.renderer.GLRenderer;
import org.oscim.theme.renderinstruction.Line;
/**
* Layer for textured or stippled lines
*
* this would be all so much simpler with geometry shaders...
*/
public final class LineTexLayer extends Layer {
// Interleave two segment quads in one block to be able to use
// vertices twice. pos0 and pos1 use the same vertex array where
// pos1 has an offset of one vertex. The vertex shader will use
// pos0 when the vertexId is even, pos1 when the Id is odd.
//
// As there is no gl_VertexId in gles 2.0 an additional 'flip'
// array is used. Depending on 'flip' extrusion is inverted.
//
// Indices and flip buffers can be static.
//
// First pass: using even vertex array positions
// (used vertices are in braces)
// vertex id 0 1 2 3 4 5 6 7
// pos0 x (0) 1 (2) 3 (4) 5 (6) 7 x
// pos1 x (0) 1 (2) 3 (4) 5 (6) 7 x
// flip 0 1 0 1 0 1 0 1
//
// Second pass: using odd vertex array positions
// vertex id 0 1 2 3 4 5 6 7
// pos0 x 0 (1) 2 (3) 4 (5) 6 (7) x
// pos1 x 0 (1) 2 (3) 4 (5) 6 (7) x
// flip 0 1 0 1 0 1 0 1
//
// Vertex layout:
// [2 short] position,
// [2 short] extrusion,
// [1 short] line length
// [1 short] unused
//
// indices, for two blocks:
// 0, 1, 2,
// 2, 1, 3,
// 4, 5, 6,
// 6, 5, 7,
//
// BIG NOTE: renderer assumes to be able to offset vertex array position
// so that in the first pass 'pos1' offset will be < 0 if no data precedes
// - in our case there is always the polygon fill array at start
// - see addLine hack otherwise.
private static final float COORD_SCALE = GLRenderer.COORD_SCALE;
// scale factor mapping extrusion vector to short values
public static final float DIR_SCALE = 2048;
// lines referenced by this outline layer
public LineLayer outlines;
public Line line;
public float width;
public boolean roundCap;
public int evenQuads;
public int oddQuads;
private boolean evenSegment;
LineTexLayer(int layer) {
this.level = layer;
this.type = Layer.TEXLINE;
this.evenSegment = true;
}
public void addLine(float[] points, short[] index) {
if (vertexItems == null) {
curItem = vertexItems = VertexItem.pool.get();
// HACK add one vertex offset when compiling
// buffer otherwise one cant use the full
// VertexItem (see Layers.compile)
// add the two 'x' at front and end
//verticesCnt = 2;
// the additional end vertex to make sure
// not to read outside allocated memory
verticesCnt = 1;
}
VertexItem si = curItem;
short v[] = si.vertices;
int opos = si.used;
boolean even = evenSegment;
// reset offset to last written position
if (!even)
opos -= 12;
int n;
int length = 0;
if (index == null) {
n = 1;
length = points.length;
} else {
n = index.length;
}
for (int i = 0, pos = 0; i < n; i++) {
if (index != null)
length = index[i];
// check end-marker in indices
if (length < 0)
break;
// need at least two points
if (length < 4) {
pos += length;
continue;
}
int ipos = pos;
float x = points[ipos++] * COORD_SCALE;
float y = points[ipos++] * COORD_SCALE;
// randomize a bit
float lineLength = (x * x + y * y) % 80;
int end = pos + length;
for (; ipos < end;) {
float nx = points[ipos++] * COORD_SCALE;
float ny = points[ipos++] * COORD_SCALE;
// Calculate triangle corners for the given width
float vx = nx - x;
float vy = ny - y;
float a = (float) Math.sqrt(vx * vx + vy * vy);
// normal vector
vx /= a;
vy /= a;
// perpendicular to line segment
float ux = -vy;
float uy = vx;
short dx = (short) (ux * DIR_SCALE);
short dy = (short) (uy * DIR_SCALE);
if (opos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
opos = 0;
}
v[opos + 0] = (short) x;
v[opos + 1] = (short) y;
v[opos + 2] = dx;
v[opos + 3] = dy;
v[opos + 4] = (short) lineLength;
v[opos + 5] = 0;
lineLength += a;
v[opos + 12] = (short) nx;
v[opos + 13] = (short) ny;
v[opos + 14] = dx;
v[opos + 15] = dy;
v[opos + 16] = (short) lineLength;
v[opos + 17] = 0;
x = nx;
y = ny;
if (even) {
// go to second segment
opos += 6;
even = false;
// vertex 0 and 2 were added
verticesCnt += 3;
evenQuads++;
} else {
// go to next block
even = true;
opos += 18;
// vertex 1 and 3 were added
verticesCnt += 1;
oddQuads++;
}
}
pos += length;
}
evenSegment = even;
// advance offset to last written position
if (!even)
opos += 12;
si.used = opos;
curItem = si;
}
@Override
protected void clear() {
}
@Override
protected void compile(ShortBuffer sbuf) {
}
}

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/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.GlUtils;
public class LineTexRenderer {
private final static String TAG = LineTexRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
// factor to normalize extrusion vector and scale to coord scale
private final static float COORD_SCALE_BY_DIR_SCALE =
GLRenderer.COORD_SCALE / LineLayer.DIR_SCALE;
private static int shader;
private static int hVertexPosition0;
private static int hVertexPosition1;
private static int hVertexLength0;
private static int hVertexLength1;
private static int hVertexFlip;
private static int hMatrix;
private static int hTexColor;
private static int hBgColor;
private static int hScale;
private static int hWidth;
private static int hPatternScale;
private static int hPatternWidth;
private static int mVertexFlipID;
public static void init() {
shader = GlUtils.createProgram(vertexShader, fragmentShader);
if (shader == 0) {
Log.e(TAG, "Could not create program.");
return;
}
hMatrix = GL.glGetUniformLocation(shader, "u_mvp");
hTexColor = GL.glGetUniformLocation(shader, "u_color");
hBgColor = GL.glGetUniformLocation(shader, "u_bgcolor");
hScale = GL.glGetUniformLocation(shader, "u_scale");
hWidth = GL.glGetUniformLocation(shader, "u_width");
hPatternScale = GL.glGetUniformLocation(shader, "u_pscale");
hPatternWidth = GL.glGetUniformLocation(shader, "u_pwidth");
hVertexPosition0 = GL.glGetAttribLocation(shader, "a_pos0");
hVertexPosition1 = GL.glGetAttribLocation(shader, "a_pos1");
hVertexLength0 = GL.glGetAttribLocation(shader, "a_len0");
hVertexLength1 = GL.glGetAttribLocation(shader, "a_len1");
hVertexFlip = GL.glGetAttribLocation(shader, "a_flip");
int[] vboIds = GlUtils.glGenBuffers(1);
mVertexFlipID = vboIds[0];
// bytes: 0, 1, 0, 1, 0, ...
byte[] flip = new byte[GLRenderer.maxQuads * 4];
for (int i = 0; i < flip.length; i++)
flip[i] = (byte)(i % 2);
ByteBuffer buf = ByteBuffer.allocateDirect(flip.length)
.order(ByteOrder.nativeOrder());
buf.put(flip);
buf.flip();
ShortBuffer sbuf = buf.asShortBuffer();
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, mVertexFlipID);
GL.glBufferData(GL20.GL_ARRAY_BUFFER, flip.length , sbuf,
GL20.GL_STATIC_DRAW);
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
// mTexID = new int[10];
// byte[] stipple = new byte[2];
// stipple[0] = 32;
// stipple[1] = 32;
// mTexID[0] = GlUtils.loadStippleTexture(stipple);
}
private final static int STRIDE = 12;
private final static int LEN_OFFSET = 8;
public static Layer draw(Layers layers, Layer curLayer,
MapPosition pos, Matrices m, float div) {
// shader failed to compile
if (shader == 0)
return curLayer.next;
GLState.blend(true);
GLState.useProgram(shader);
GLState.enableVertexArrays(-1, -1);
GL.glEnableVertexAttribArray(hVertexPosition0);
GL.glEnableVertexAttribArray(hVertexPosition1);
GL.glEnableVertexAttribArray(hVertexLength0);
GL.glEnableVertexAttribArray(hVertexLength1);
GL.glEnableVertexAttribArray(hVertexFlip);
m.mvp.setAsUniform(hMatrix);
int maxIndices = GLRenderer.maxQuads * 6;
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER,
GLRenderer.mQuadIndicesID);
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, mVertexFlipID);
GL.glVertexAttribPointer(hVertexFlip, 1,
GL20.GL_BYTE, false, 0, 0);
layers.vbo.bind();
float scale = (float) pos.getZoomScale();
float s = scale / div;
//GL.glBindTexture(GL20.GL_TEXTURE_2D, mTexID[0]);
Layer l = curLayer;
for (; l != null && l.type == Layer.TEXLINE; l = l.next) {
LineTexLayer ll = (LineTexLayer) l;
Line line = ll.line;
GlUtils.setColor(hTexColor, line.stippleColor, 1);
GlUtils.setColor(hBgColor, line.color, 1);
float pScale = (int) (s + 0.5f);
if (pScale < 1)
pScale = 1;
GL.glUniform1f(hPatternScale, (GLRenderer.COORD_SCALE * line.stipple) / pScale);
GL.glUniform1f(hPatternWidth, line.stippleWidth);
GL.glUniform1f(hScale, scale);
// keep line width fixed
GL.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
// add offset vertex
int vOffset = -STRIDE;
// first pass
int allIndices = (ll.evenQuads * 6);
for (int i = 0; i < allIndices; i += maxIndices) {
int numIndices = allIndices - i;
if (numIndices > maxIndices)
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;
GL.glVertexAttribPointer(hVertexPosition0,
4, GL20.GL_SHORT, false, STRIDE,
add + STRIDE);
GL.glVertexAttribPointer(hVertexLength0,
2, GL20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GL.glVertexAttribPointer(hVertexPosition1,
4, GL20.GL_SHORT, false, STRIDE,
add);
GL.glVertexAttribPointer(hVertexLength1,
2, GL20.GL_SHORT, false, STRIDE,
add + LEN_OFFSET);
GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
GL20.GL_UNSIGNED_SHORT, 0);
}
// second pass
allIndices = (ll.oddQuads * 6);
for (int i = 0; i < allIndices; i += maxIndices) {
int numIndices = allIndices - i;
if (numIndices > maxIndices)
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;
GL.glVertexAttribPointer(hVertexPosition0,
4, GL20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE);
GL.glVertexAttribPointer(hVertexLength0,
2, GL20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE + LEN_OFFSET);
GL.glVertexAttribPointer(hVertexPosition1,
4, GL20.GL_SHORT, false, STRIDE,
add + STRIDE);
GL.glVertexAttribPointer(hVertexLength1,
2, GL20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
GL20.GL_UNSIGNED_SHORT, 0);
}
//GlUtils.checkGlError(TAG);
}
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
GL.glDisableVertexAttribArray(hVertexPosition0);
GL.glDisableVertexAttribArray(hVertexPosition1);
GL.glDisableVertexAttribArray(hVertexLength0);
GL.glDisableVertexAttribArray(hVertexLength1);
GL.glDisableVertexAttribArray(hVertexFlip);
//GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
return l;
}
final static String vertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec4 u_color;"
+ "uniform float u_pscale;"
+ "uniform float u_width;"
+ "attribute vec4 a_pos0;"
+ "attribute vec4 a_pos1;"
+ "attribute vec2 a_len0;"
+ "attribute vec2 a_len1;"
+ "attribute float a_flip;"
+ "varying vec2 v_st;"
+ "void main() {"
+ " vec4 pos;"
+ " if (a_flip == 0.0){"
//+ " vec2 dir = u_width * a_pos0.zw;"
+ " pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len0.x / u_pscale, 1.0);"
+ " } else {"
//+ " vec2 dir = u_width * a_pos1.zw;"
+ " pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len1.x / u_pscale, -1.0);"
+ " }"
+ " gl_Position = u_mvp * pos;"
+ "}";
//*
final static String fragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
+ " precision mediump float;"
+ " uniform vec4 u_color;"
+ " uniform vec4 u_bgcolor;"
+ " uniform float u_pwidth;"
+ " varying vec2 v_st;"
+ " void main() {"
// distance on perpendicular to the line
+ " float dist = abs(v_st.t);"
+ " float fuzz = fwidth(v_st.t);"
+ " float fuzz_p = fwidth(v_st.s);"
+ " float line_w = smoothstep(0.0, fuzz, 1.0 - dist);"
+ " float stipple_w = smoothstep(0.0, fuzz, u_pwidth - dist);"
// triangle waveform in the range 0..1 for regular pattern
+ " float phase = abs(mod(v_st.s, 2.0) - 1.0);"
// interpolate between on/off phase, 0.5 = equal phase length
+ " float stipple_p = smoothstep(0.5 - fuzz_p, 0.5 + fuzz_p, phase);"
+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
+ " } "; //*/
/*
* final static String fragmentShader = ""
* + "#extension GL_OES_standard_derivatives : enable\n"
* + " precision mediump float;"
* + " uniform sampler2D tex;"
* + " uniform float u_scale;"
* + " uniform vec4 u_color;"
* + " uniform vec4 u_bgcolor;"
* + " varying vec2 v_st;"
* + " void main() {"
* + " float len = texture2D(tex, v_st).a;"
* + " float tex_w = abs(v_st.t);"
* + " vec2 st_width = fwidth(v_st);"
* + " float fuzz = max(st_width.s, st_width.t);"
* //+ " float fuzz = fwidth(v_st.t);"
* //+ " float line_w = 1.0 - smoothstep(1.0 - fuzz, 1.0, tex_w);"
* //+ " float stipple_w = 1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w);"
* +
* " float stipple_p = 1.0 - smoothstep(1.0 - fuzz, 1.0, length(vec2(len*u_scale, v_st.t)));"
* + " gl_FragColor = u_bgcolor * stipple_p;"
* // +
* " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
* + "}"; //
*/
/*
* final static String fragmentShader = ""
* + "#extension GL_OES_standard_derivatives : enable\n"
* + " precision mediump float;"
* + " uniform sampler2D tex;"
* + " uniform vec4 u_color;"
* + " uniform vec4 u_bgcolor;"
* + " uniform float u_pwidth;"
* + " varying vec2 v_st;"
* + " void main() {"
* + " float dist = texture2D(tex, v_st).a;"
* + " float tex_w = abs(v_st.t);"
* + " vec2 st_width = fwidth(v_st);"
* + " float fuzz = max(st_width.s, st_width.t);"
* + " float line_w = (1.0 - smoothstep(1.0 - fuzz, 1.0, tex_w));"
* +
* " float stipple_w = (1.0 - smoothstep(u_pwidth - fuzz, u_pwidth, tex_w));"
* + " float stipple_p = smoothstep(0.495, 0.505, dist);"
* +
* " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
* + " } "; //
*/
}

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@ -1,19 +0,0 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
public class MeshRenderer {
}

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@ -1,99 +0,0 @@
/*
* Copyright 2012 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ShortBuffer;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer;
import org.oscim.theme.renderinstruction.Area;
public final class PolygonLayer extends Layer {
private static final float S = GLRenderer.COORD_SCALE;
public Area area;
PolygonLayer(int layer) {
this.level = layer;
this.type = Layer.POLYGON;
curItem = VertexItem.pool.get();
vertexItems = curItem;
}
public void addPolygon(float[] points, short[] index) {
short center = (short) ((Tile.SIZE >> 1) * S);
VertexItem si = curItem;
short[] v = si.vertices;
int outPos = si.used;
for (int i = 0, pos = 0, n = index.length; i < n; i++) {
int length = index[i];
if (length < 0)
break;
// need at least three points
if (length < 6) {
pos += length;
continue;
}
verticesCnt += length / 2 + 2;
int inPos = pos;
if (outPos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
outPos = 0;
}
v[outPos++] = center;
v[outPos++] = center;
for (int j = 0; j < length; j += 2) {
if (outPos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
outPos = 0;
}
v[outPos++] = (short) (points[inPos++] * S);
v[outPos++] = (short) (points[inPos++] * S);
}
if (outPos == VertexItem.SIZE) {
si = si.next = VertexItem.pool.get();
v = si.vertices;
outPos = 0;
}
v[outPos++] = (short) (points[pos + 0] * S);
v[outPos++] = (short) (points[pos + 1] * S);
pos += length;
}
si.used = outPos;
curItem = si;
}
@Override
protected void compile(ShortBuffer sbuf) {
}
@Override
protected void clear() {
}
}

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@ -1,466 +0,0 @@
/*
* Copyright 2012 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.theme.renderinstruction.Area;
import org.oscim.utils.FastMath;
import org.oscim.utils.GlUtils;
import org.oscim.utils.Matrix4;
/**
* Special Renderer for drawing tile polygon layers
*/
public final class PolygonRenderer {
private static final String TAG = PolygonRenderer.class.getName();
private static GL20 GL;
private static final int POLYGON_VERTICES_DATA_POS_OFFSET = 0;
private static final int STENCIL_BITS = 8;
private final static int CLIP_BIT = 0x80;
private static final float FADE_START = 1.3f;
private static PolygonLayer[] mFillPolys;
private static int numShaders = 2;
private static int polyShader = 0;
private static int texShader = 1;
private static int[] polygonProgram = new int[numShaders];
private static int[] hPolygonVertexPosition = new int[numShaders];
private static int[] hPolygonMatrix = new int[numShaders];
private static int[] hPolygonColor = new int[numShaders];
private static int[] hPolygonScale = new int[numShaders];
private static boolean enableTexture = false;
static boolean init() {
GL = GLAdapter.get();
for (int i = 0; i < numShaders; i++) {
// Set up the program for rendering polygons
if (i == 0) {
if (GLRenderer.debugView)
polygonProgram[i] = GlUtils.createProgram(polygonVertexShaderZ,
polygonFragmentShaderZ);
else
polygonProgram[i] = GlUtils.createProgram(polygonVertexShader,
polygonFragmentShader);
} else if (i == 1) {
polygonProgram[i] = GlUtils.createProgram(textureVertexShader,
textureFragmentShader);
}
if (polygonProgram[i] == 0) {
Log.e(TAG, "Could not create polygon program.");
return false;
}
hPolygonMatrix[i] = GL.glGetUniformLocation(polygonProgram[i], "u_mvp");
hPolygonColor[i] = GL.glGetUniformLocation(polygonProgram[i], "u_color");
hPolygonScale[i] = GL.glGetUniformLocation(polygonProgram[i], "u_scale");
hPolygonVertexPosition[i] = GL.glGetAttribLocation(polygonProgram[i], "a_pos");
}
mFillPolys = new PolygonLayer[STENCIL_BITS];
return true;
}
private static void fillPolygons(Matrices m, int start, int end, int zoom, float scale,
float div) {
/* draw to framebuffer */
GL.glColorMask(true, true, true, true);
/* do not modify stencil buffer */
GL.glStencilMask(0x00);
int shader = polyShader;
for (int c = start; c < end; c++) {
Area a = mFillPolys[c].area;
if (enableTexture && a.texture != null){
shader = texShader;
setShader(texShader, m);
GL.glUniform2f(hPolygonScale[1], FastMath.clamp(scale - 1, 0, 1), div);
a.texture.bind();
} else if (a.fade >= zoom) {
float f = 1.0f;
/* fade in/out */
if (a.fade >= zoom) {
if (scale > FADE_START)
f = scale - 1;
else
f = FADE_START - 1;
}
GLState.blend(true);
GlUtils.setColor(hPolygonColor[shader], a.color, f);
} else if (a.blend > 0 && a.blend <= zoom) {
/* blend colors (not alpha) */
GLState.blend(false);
if (a.blend == zoom)
GlUtils.setColorBlend(hPolygonColor[shader],
a.color, a.blendColor, scale - 1.0f);
else
GlUtils.setColor(hPolygonColor[shader], a.blendColor, 1);
} else {
if (a.color < 0xff000000)
GLState.blend(true);
else
GLState.blend(false);
GlUtils.setColor(hPolygonColor[shader], a.color, 1);
}
// set stencil buffer mask used to draw this layer
// also check that clip bit is set to avoid overdraw
// of other tiles
GL.glStencilFunc(GL20.GL_EQUAL, 0xff, CLIP_BIT | 1 << c);
/* draw tile fill coordinates */
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (shader != polyShader) {
// disable texture shader
setShader(polyShader, m);
shader = polyShader;
}
}
}
// current layer to fill (0 - STENCIL_BITS-1)
private static int mCount;
private static void setShader(int shader, Matrices m) {
GLState.useProgram(polygonProgram[shader]);
GLState.enableVertexArrays(hPolygonVertexPosition[shader], -1);
GL.glVertexAttribPointer(hPolygonVertexPosition[shader], 2, GL20.GL_SHORT,
false, 0, POLYGON_VERTICES_DATA_POS_OFFSET);
m.mvp.setAsUniform(hPolygonMatrix[shader]);
}
/**
* draw polygon layers (unil layer.next is not polygon layer)
* using stencil buffer method
*
* @param pos
* used to fade layers accorind to 'fade'
* in layer.area.
* @param layer
* layer to draw (referencing vertices in current vbo)
* @param m
* current Matrices
* @param first
* pass true to clear stencil buffer region
* @param div
* scale relative to 'base scale' of the tile
* @param clip
* clip to first quad in current vbo
* @return
* next layer
*/
public static Layer draw(MapPosition pos, Layer layer,
Matrices m, boolean first, float div, boolean clip) {
GLState.test(false, true);
setShader(polyShader, m);
int zoom = pos.zoomLevel;
float scale = (float) pos.getZoomScale();
int cur = mCount;
// reset start when only one layer left in stencil buffer
if (first || cur > 5)
cur = 0;
int start = cur;
Layer l = layer;
for (; l != null && l.type == Layer.POLYGON; l = l.next) {
PolygonLayer pl = (PolygonLayer) l;
// fade out polygon layers (set in RenderTheme)
if (pl.area.fade > 0 && pl.area.fade > zoom)
continue;
if (cur == start) {
drawStencilRegion(first);
first = false;
// op for stencil method polygon drawing
GL.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_INVERT);
}
mFillPolys[cur] = pl;
// set stencil mask to draw to
GL.glStencilMask(1 << cur++);
GL.glDrawArrays(GL20.GL_TRIANGLE_FAN, l.offset, l.verticesCnt);
// draw up to 7 layers into stencil buffer
if (cur == STENCIL_BITS - 1) {
fillPolygons(m, start, cur, zoom, scale, div);
start = cur = 0;
}
}
if (cur > 0)
fillPolygons(m, start, cur, zoom, scale, div);
if (clip) {
if (first) {
drawStencilRegion(first);
// disable writes to stencil buffer
GL.glStencilMask(0x00);
// enable writes to color buffer
GL.glColorMask(true, true, true, true);
} else {
// set test for clip to tile region
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
}
mCount = cur;
return l;
}
public static void clip(Matrices m){
setShader(polyShader, m);
drawStencilRegion(true);
// disable writes to stencil buffer
GL.glStencilMask(0x00);
// enable writes to color buffer
GL.glColorMask(true, true, true, true);
}
/**
* Draw a tile filling rectangle to set stencil- and depth buffer
* appropriately
*
* @param first in the first run the clip region is set based on
* depth buffer and depth buffer is updated
*/
static void drawStencilRegion(boolean first) {
// if (!first) {
// GL.glStencilMask(0x7F);
// GL.glClear(GL20.GL_STENCIL_BUFFER_BIT);
// // disable drawing to color buffer
// GL.glColorMask(false, false, false, false);
// GL.glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
// }
// disable drawing to color buffer
GL.glColorMask(false, false, false, false);
// write to all stencil bits
GL.glStencilMask(0xFF);
if (first) {
// clear previous clip-region from stencil buffer
//GL.glClear(GL20.GL_STENCIL_BUFFER_BIT);
// Draw clip-region into depth and stencil buffer
// this is used for tile line and polygon layers.
// Depth offset is increased for each tile. Together
// with depth test (GL_LESS) this ensures to only
// draw where no other tile has drawn yet.
GL.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
// test GL_LESS and write to depth buffer
GLState.test(true, true);
GL.glDepthMask(true);
// always pass stencil test and set clip bit
GL.glStencilFunc(GL20.GL_ALWAYS, CLIP_BIT, 0x00);
} else {
// use clip bit from stencil buffer
// to clear stencil 'layer-bits' (0x7f)
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
// set clip bit (0x80) for draw region
GL.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_REPLACE);
// draw a quad for the tile region
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (first) {
// dont modify depth buffer
GL.glDepthMask(false);
// test only stencil
GLState.test(false, true);
GL.glDisable(GL20.GL_POLYGON_OFFSET_FILL);
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
}
public static void drawOver(Matrices m, int color) {
setShader(polyShader, m);
/*
* clear stencilbuffer (tile region) by drawing
* a quad with func 'always' and op 'zero'
*/
if (color != 0) {
GlUtils.setColor(hPolygonColor[0], color, 1);
GLState.blend(true);
} else {
// disable drawing to framebuffer (will be re-enabled in fill)
GL.glColorMask(false, false, false, false);
}
// always pass stencil test:
//glStencilFunc(GL_ALWAYS, 0x00, 0x00);
GL.glStencilFunc(GL20.GL_EQUAL, CLIP_BIT, CLIP_BIT);
// write to all bits
GL.glStencilMask(0xFF);
// zero out area to draw to
GL.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_ZERO);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (color == 0)
GL.glColorMask(true, true, true, true);
}
private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f };
private static float[] debugFillColor2 = { .8f, .8f, .8f, .8f };
private static FloatBuffer mDebugFill;
static void debugDraw(Matrix4 m, float[] coords, int color) {
GLState.test(false, false);
if (mDebugFill == null) {
mDebugFill = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder())
.asFloatBuffer();
mDebugFill.put(coords);
}
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
mDebugFill.position(0);
GLState.useProgram(polygonProgram[0]);
GL.glEnableVertexAttribArray(hPolygonVertexPosition[0]);
GL.glVertexAttribPointer(hPolygonVertexPosition[0], 2, GL20.GL_FLOAT,
false, 0, mDebugFill);
m.setAsUniform(hPolygonMatrix[0]);
if (color == 0)
GlUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor);
else
GlUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor2);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
GlUtils.checkGlError("draw debug");
}
private final static String polygonVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_pos;"
+ "void main() {"
+ " gl_Position = u_mvp * a_pos;"
+ "}";
private final static String polygonFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "void main() {"
+ " gl_FragColor = u_color;"
+ "}";
private final static String polygonVertexShaderZ = ""
+ "precision highp float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_pos;"
+ "varying float z;"
+ "void main() {"
+ " gl_Position = u_mvp * a_pos;"
+ " z = gl_Position.z;"
+ "}";
private final static String polygonFragmentShaderZ = ""
+ "precision highp float;"
+ "uniform vec4 u_color;"
+ "varying float z;"
+ "void main() {"
+ "if (z < -1.0)"
+ " gl_FragColor = vec4(0.0, z + 2.0, 0.0, 1.0)*0.8;"
+ "else if (z < 0.0)"
+ " gl_FragColor = vec4(z + 1.0, 0.0, 0.0, 1.0)*0.8;"
+ "else if (z < 1.0)"
+ " gl_FragColor = vec4(0.0, 0.0, z, 1.0)*0.8;"
+ "else"
+ " gl_FragColor = vec4(0.0, z - 1.0, 0.0, 1.0)*0.8;"
+ "}";
private final static String textureVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec2 u_scale;"
+ "attribute vec4 a_pos;"
+ "varying vec2 v_st;"
+ "varying vec2 v_st2;"
+ "void main() {"
+ " v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);"
+ " v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);"
+ " gl_Position = u_mvp * a_pos;"
+ "}";
private final static String textureFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "uniform sampler2D tex;"
+ "uniform vec2 u_scale;"
+ "varying vec2 v_st;"
+ "varying vec2 v_st2;"
+ "void main() {"
+ " gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x);"
+ "}";
}

View File

@ -1,78 +0,0 @@
/*
* Copyright 2012, 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import java.nio.ShortBuffer;
public abstract class TextureLayer extends Layer {
// holds textures and offset in vbo
public TextureItem textures;
// scale mode
public boolean fixed;
/**
* @param sbuf
* buffer to add vertices
*/
@Override
protected void compile(ShortBuffer sbuf) {
for (TextureItem to = textures; to != null; to = to.next)
to.upload();
// add vertices to vbo
Layers.addPoolItems(this, sbuf);
}
abstract public boolean prepare();
static void putSprite(short buf[], int pos,
short tx, short ty,
short x1, short y1,
short x2, short y2,
short u1, short v1,
short u2, short v2) {
// top-left
buf[pos + 0] = tx;
buf[pos + 1] = ty;
buf[pos + 2] = x1;
buf[pos + 3] = y1;
buf[pos + 4] = u1;
buf[pos + 5] = v2;
// bot-left
buf[pos + 6] = tx;
buf[pos + 7] = ty;
buf[pos + 8] = x1;
buf[pos + 9] = y2;
buf[pos + 10] = u1;
buf[pos + 11] = v1;
// top-right
buf[pos + 12] = tx;
buf[pos + 13] = ty;
buf[pos + 14] = x2;
buf[pos + 15] = y1;
buf[pos + 16] = u2;
buf[pos + 17] = v2;
// bot-right
buf[pos + 18] = tx;
buf[pos + 19] = ty;
buf[pos + 20] = x2;
buf[pos + 21] = y2;
buf[pos + 22] = u2;
buf[pos + 23] = v1;
}
}

View File

@ -1,151 +0,0 @@
/*
* Copyright 2012, 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import static org.oscim.renderer.GLRenderer.COORD_SCALE;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.utils.GlUtils;
public final class TextureRenderer {
//private final static String TAG = TextureRenderer.class.getName();
private static final GL20 GL = GLAdapter.get();
public final static boolean debug = false;
private static int mTextureProgram;
private static int hTextureMVMatrix;
private static int hTextureProjMatrix;
private static int hTextureVertex;
private static int hTextureScale;
private static int hTextureScreenScale;
private static int hTextureTexCoord;
private static int hTextureSize;
public final static int INDICES_PER_SPRITE = 6;
final static int VERTICES_PER_SPRITE = 4;
final static int SHORTS_PER_VERTICE = 6;
static void init() {
mTextureProgram = GlUtils.createProgram(textVertexShader,
textFragmentShader);
hTextureMVMatrix = GL.glGetUniformLocation(mTextureProgram, "u_mv");
hTextureProjMatrix = GL.glGetUniformLocation(mTextureProgram, "u_proj");
hTextureScale = GL.glGetUniformLocation(mTextureProgram, "u_scale");
hTextureSize = GL.glGetUniformLocation(mTextureProgram, "u_div");
hTextureScreenScale = GL.glGetUniformLocation(mTextureProgram, "u_swidth");
hTextureVertex = GL.glGetAttribLocation(mTextureProgram, "vertex");
hTextureTexCoord = GL.glGetAttribLocation(mTextureProgram, "tex_coord");
}
public static Layer draw(Layer layer, float scale, Matrices m) {
GLState.test(false, false);
GLState.blend(true);
GLState.useProgram(mTextureProgram);
GLState.enableVertexArrays(hTextureTexCoord, hTextureVertex);
TextureLayer tl = (TextureLayer) layer;
if (tl.fixed)
GL.glUniform1f(hTextureScale, (float) Math.sqrt(scale));
else
GL.glUniform1f(hTextureScale, 1);
GL.glUniform1f(hTextureScreenScale, 1f / GLRenderer.screenWidth);
m.proj.setAsUniform(hTextureProjMatrix);
m.mvp.setAsUniform(hTextureMVMatrix);
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, GLRenderer.mQuadIndicesID);
for (TextureItem ti = tl.textures; ti != null; ti = ti.next) {
ti.bind();
int maxVertices = GLRenderer.maxQuads * INDICES_PER_SPRITE;
GL.glUniform2f(hTextureSize,
1f / (ti.width * COORD_SCALE),
1f / (ti.height * COORD_SCALE));
// draw up to maxVertices in each iteration
for (int i = 0; i < ti.vertices; i += maxVertices) {
// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
int off = (ti.offset + i) * 8 + tl.offset;
GL.glVertexAttribPointer(hTextureVertex, 4,
GL20.GL_SHORT, false, 12, off);
GL.glVertexAttribPointer(hTextureTexCoord, 2,
GL20.GL_SHORT, false, 12, off + 8);
int numVertices = ti.vertices - i;
if (numVertices > maxVertices)
numVertices = maxVertices;
GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
GL20.GL_UNSIGNED_SHORT, 0);
}
}
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
return layer.next;
}
private final static double COORD_DIV = 1.0 / GLRenderer.COORD_SCALE;
private final static String textVertexShader = ""
+ "precision highp float;"
+ "attribute vec4 vertex;"
+ "attribute vec2 tex_coord;"
+ "uniform mat4 u_mv;"
+ "uniform mat4 u_proj;"
+ "uniform float u_scale;"
+ "uniform float u_swidth;"
+ "uniform vec2 u_div;"
+ "varying vec2 tex_c;"
+ "const float coord_scale = " + COORD_DIV + ";"
+ "void main() {"
+ " vec4 pos;"
+ " vec2 dir = vertex.zw;"
+ " if (mod(vertex.x, 2.0) == 0.0){"
+ " pos = u_proj * (u_mv * vec4(vertex.xy + dir * u_scale, 0.0, 1.0));"
+ " } else {" // place as billboard
+ " vec4 center = u_mv * vec4(vertex.xy, 0.0, 1.0);"
+ " pos = u_proj * (center + vec4(dir * (coord_scale * u_swidth), 0.0, 0.0));"
+ " }"
+ " gl_Position = pos;"
+ " tex_c = tex_coord * u_div;"
+ "}";
private final static String textFragmentShader = ""
+ "precision highp float;"
+ "uniform sampler2D tex;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_FragColor = texture2D(tex, tex_c.xy);"
+ "}";
}

View File

@ -1,4 +1,4 @@
package org.oscim.renderer.layers.test;
package org.oscim.renderer.test;
import java.util.Arrays;
@ -6,18 +6,18 @@ import org.oscim.backend.Log;
import org.oscim.backend.canvas.Color;
import org.oscim.backend.canvas.Paint.Cap;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.ElementRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.atlas.TextureAtlas;
import org.oscim.renderer.atlas.TextureAtlas.Rect;
import org.oscim.renderer.atlas.TextureAtlas.Slot;
import org.oscim.renderer.layers.BasicRenderLayer;
import org.oscim.renderer.sublayers.LineLayer;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.sublayers.TextLayer;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.TextItem;
import org.oscim.renderer.elements.TextLayer;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.theme.renderinstruction.Text;
public class AtlasRenderLayer extends BasicRenderLayer {
public class AtlasRenderLayer extends ElementRenderer {
public AtlasRenderLayer() {

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers;
package org.oscim.renderer.test;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
@ -21,11 +21,11 @@ import java.nio.FloatBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.map.Map;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.renderer.RenderLayer;
import org.oscim.renderer.LayerRenderer;
import org.oscim.utils.GlUtils;
import org.oscim.view.Map;
/*
@ -35,7 +35,7 @@ import org.oscim.view.Map;
* https://github.com/dalinaum/opengl-es-book-samples/tree/master/Android
* */
public class CustomRenderLayer extends RenderLayer {
public class CustomRenderer extends LayerRenderer {
private static final GL20 GL = GLAdapter.get();
@ -54,7 +54,7 @@ public class CustomRenderLayer extends RenderLayer {
};
private boolean mInitialized;
public CustomRenderLayer(Map map) {
public CustomRenderer(Map map) {
mMap = map;
}

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers;
package org.oscim.renderer.test;
import java.nio.FloatBuffer;
@ -21,10 +21,10 @@ import org.oscim.backend.GLAdapter;
import org.oscim.backend.canvas.Color;
import org.oscim.core.MapPosition;
import org.oscim.renderer.BufferObject;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.renderer.RenderLayer;
import org.oscim.renderer.LayerRenderer;
import org.oscim.utils.FastMath;
import org.oscim.utils.GlUtils;
@ -36,7 +36,7 @@ import org.oscim.utils.GlUtils;
* https://github.com/dalinaum/opengl-es-book-samples/tree/master/Android
* */
public class CustomRenderLayer2 extends RenderLayer {
public class CustomRenderer2 extends LayerRenderer {
private static final GL20 GL = GLAdapter.get();
@ -51,7 +51,7 @@ public class CustomRenderLayer2 extends RenderLayer {
private BufferObject mVBO;
int mZoom = -1;
float mCellScale = 60 * GLRenderer.COORD_SCALE;
float mCellScale = 60 * MapRenderer.COORD_SCALE;
@Override
protected void update(MapPosition pos, boolean changed, Matrices matrices) {
@ -84,7 +84,7 @@ public class CustomRenderLayer2 extends RenderLayer {
vertices[i * 2 + 0] = (float) Math.cos(Math.PI * 2 * i / 6) * mCellScale;
vertices[i * 2 + 1] = (float) Math.sin(Math.PI * 2 * i / 6) * mCellScale;
}
FloatBuffer buf = GLRenderer.getFloatBuffer(12);
FloatBuffer buf = MapRenderer.getFloatBuffer(12);
buf.put(vertices);
buf.flip();

View File

@ -12,18 +12,18 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers.test;
package org.oscim.renderer.test;
import java.io.IOException;
import org.oscim.backend.BitmapUtils;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.layers.BasicRenderLayer;
import org.oscim.renderer.sublayers.SymbolItem;
import org.oscim.renderer.sublayers.SymbolLayer;
import org.oscim.renderer.ElementRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.SymbolItem;
import org.oscim.renderer.elements.SymbolLayer;
public class SymbolRenderLayer extends BasicRenderLayer {
public class SymbolRenderLayer extends ElementRenderer {
boolean initialize = true;
public SymbolRenderLayer() {

View File

@ -12,14 +12,14 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.layers.test;
package org.oscim.renderer.test;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.layers.BasicRenderLayer;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.ElementRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.TextItem;
public class TestRenderLayer extends BasicRenderLayer {
public class TestRenderLayer extends ElementRenderer {
TextItem labels;
@ -30,7 +30,7 @@ public class TestRenderLayer extends BasicRenderLayer {
public TestRenderLayer() {
// draw a rectangle
//LineLayer ll = (LineLayer) layers.getLayer(1, Layer.LINE);
//LineLayer ll = (LineLayer) layers.getLayer(1, RenderElement.LINE);
//ll.line = new Line(Color.BLUE, 1.0f, Cap.BUTT);
//ll.width = 2;
// float[] points = {
@ -61,7 +61,7 @@ public class TestRenderLayer extends BasicRenderLayer {
// lt.addLine(points2, null);
//
// PolygonLayer pl = (PolygonLayer) layers.getLayer(0, Layer.POLYGON);
// PolygonLayer pl = (PolygonLayer) layers.getLayer(0, RenderElement.POLYGON);
// pl.area = new Area(Color.argb(128, 255, 0, 0));
//
// float[] ppoints = {

View File

@ -33,7 +33,7 @@ import org.oscim.backend.canvas.Paint.FontFamily;
import org.oscim.backend.canvas.Paint.FontStyle;
import org.oscim.renderer.atlas.TextureAtlas;
import org.oscim.renderer.atlas.TextureAtlas.Rect;
import org.oscim.renderer.sublayers.TextureItem;
import org.oscim.renderer.elements.TextureItem;
import org.oscim.theme.renderinstruction.Area;
import org.oscim.theme.renderinstruction.AreaLevel;
import org.oscim.theme.renderinstruction.Circle;

View File

@ -14,7 +14,7 @@
*/
package org.oscim.theme.renderinstruction;
import org.oscim.renderer.sublayers.TextureItem;
import org.oscim.renderer.elements.TextureItem;
import org.oscim.theme.IRenderCallback;
/**

View File

@ -19,7 +19,6 @@ import org.oscim.backend.canvas.Paint;
import org.oscim.backend.canvas.Paint.Align;
import org.oscim.backend.canvas.Paint.FontFamily;
import org.oscim.backend.canvas.Paint.FontStyle;
import org.oscim.backend.canvas.Paint.Style;
import org.oscim.renderer.atlas.TextureRegion;
import org.oscim.theme.IRenderCallback;
@ -86,7 +85,7 @@ public final class Text extends RenderInstruction {
if (strokeWidth > 0) {
stroke = CanvasAdapter.g.getPaint();
stroke.setStyle(Style.STROKE);
stroke.setStyle(Paint.Style.STROKE);
stroke.setTextAlign(Align.CENTER);
stroke.setTypeface(fontFamily, fontStyle);
stroke.setColor(outline);

View File

@ -13,10 +13,10 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
import static org.oscim.layers.tile.MapTile.STATE_LOADING;
import static org.oscim.layers.tile.MapTile.STATE_NONE;
import static org.oscim.tiling.MapTile.STATE_LOADING;
import static org.oscim.tiling.MapTile.STATE_NONE;
/**
* A JobQueue keeps the list of pending jobs for a MapView and prioritizes them.

View File

@ -12,13 +12,13 @@
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
import org.oscim.core.Tile;
import org.oscim.renderer.BufferObject;
import org.oscim.renderer.sublayers.Layers;
import org.oscim.renderer.sublayers.SymbolItem;
import org.oscim.renderer.sublayers.TextItem;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.SymbolItem;
import org.oscim.renderer.elements.TextItem;
import org.oscim.utils.quadtree.QuadTree;
/**
@ -76,7 +76,7 @@ public class MapTile extends Tile {
public TextItem labels;
public SymbolItem symbols;
public Layers layers;
public ElementLayers layers;
/**
* Tile is in view region. Set by GLRenderer.

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
/**
* Sort Tiles by 'distance' value.

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
import org.oscim.utils.PausableThread;

View File

@ -13,11 +13,11 @@
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
import static org.oscim.layers.tile.MapTile.STATE_LOADING;
import static org.oscim.layers.tile.MapTile.STATE_NEW_DATA;
import static org.oscim.layers.tile.MapTile.STATE_NONE;
import static org.oscim.tiling.MapTile.STATE_LOADING;
import static org.oscim.tiling.MapTile.STATE_NEW_DATA;
import static org.oscim.tiling.MapTile.STATE_NONE;
import java.util.ArrayList;
import java.util.Arrays;
@ -25,13 +25,13 @@ import java.util.Arrays;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
import org.oscim.renderer.MapRenderer;
import org.oscim.utils.FastMath;
import org.oscim.utils.ScanBox;
import org.oscim.utils.quadtree.QuadTree;
import org.oscim.utils.quadtree.QuadTreeIndex;
import org.oscim.view.Map;
import org.oscim.view.Viewport;
/**
* @TODO - prefetching to cache file - this class should probably not be in
@ -110,11 +110,11 @@ public class TileManager {
};
private final float[] mMapPlane = new float[8];
private final TileLayer<?> mTileLayer;
//private final TileLayer<?> mTileLayer;
public TileManager(Map map, TileLayer<?> tileLayer, int minZoom, int maxZoom, int cacheLimit) {
public TileManager(Map map, int minZoom, int maxZoom, int cacheLimit) {
mMap = map;
mTileLayer = tileLayer;
//mTileLayer = tileLayer;
mMaxZoom = maxZoom;
mMinZoom = minZoom;
mCacheLimit = cacheLimit;
@ -147,7 +147,7 @@ public class TileManager {
// sync with GLRender thread
// ... and labeling thread?
synchronized (GLRenderer.drawlock) {
synchronized (MapRenderer.drawlock) {
if (!first) {
// pass VBOs and VertexItems back to pools
@ -186,7 +186,7 @@ public class TileManager {
* @param pos
* current MapPosition
*/
public synchronized void update(MapPosition pos) {
public synchronized boolean update(MapPosition pos) {
// clear JobQueue and set tiles to state == NONE.
// one could also append new tiles and sort in JobQueue
// but this has the nice side-effect that MapWorkers dont
@ -207,7 +207,7 @@ public class TileManager {
match = z;
}
if (match == 0)
return;
return false;
tileZoom = match;
}
@ -265,7 +265,7 @@ public class TileManager {
/* Add tile jobs to queue */
if (mJobs.isEmpty())
return;
return false;
MapTile[] jobs = new MapTile[mJobs.size()];
jobs = mJobs.toArray(jobs);
@ -274,7 +274,8 @@ public class TileManager {
// sets tiles to state == LOADING
jobQueue.setJobs(jobs);
mTileLayer.notifyLoaders();
//mTileLayer.notifyLoaders();
mJobs.clear();
/* limit cache items */
@ -284,6 +285,8 @@ public class TileManager {
mTilesForUpload > MAX_TILES_IN_QUEUE)
limitCache(pos, remove);
return true;
}
/** only used in setmapDatabase -- deprecate? */

View File

@ -0,0 +1,615 @@
/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.tiling;
import static org.oscim.tiling.MapTile.STATE_NEW_DATA;
import static org.oscim.tiling.MapTile.STATE_READY;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.core.MapPosition;
import org.oscim.core.Tile;
import org.oscim.renderer.BufferObject;
import org.oscim.renderer.LayerRenderer;
import org.oscim.renderer.MapRenderer;
import org.oscim.renderer.MapRenderer.Matrices;
import org.oscim.renderer.elements.BitmapLayer;
import org.oscim.renderer.elements.RenderElement;
import org.oscim.renderer.elements.LineLayer;
import org.oscim.renderer.elements.LineTexLayer;
import org.oscim.renderer.elements.PolygonLayer;
import org.oscim.utils.FastMath;
import org.oscim.utils.Matrix4;
import org.oscim.utils.ScanBox;
import org.oscim.utils.quadtree.QuadTree;
public class TileRenderer extends LayerRenderer {
private final static String TAG = TileRenderer.class.getName();
private final TileManager mTileManager;
private int mUploadSerial;
public TileRenderer(TileManager tileManager) {
mTileManager = tileManager;
mUploadSerial = 0;
}
private int mOverdraw = 0;
private float mAlpha = 1;
public void setOverdrawColor(int color) {
mOverdraw = color;
}
public void setBitmapAlpha(float alpha) {
mAlpha = alpha;
}
@Override
protected void update(MapPosition pos, boolean positionChanged, Matrices m) {
if (mAlpha == 0){
mTileManager.releaseTiles(mDrawTiles);
return;
}
boolean tilesChanged;
synchronized (tilelock) {
// get current tiles to draw
tilesChanged = mTileManager.getActiveTiles(mDrawTiles);
}
if (mDrawTiles.cnt == 0)
return;
int tileCnt = mDrawTiles.cnt;
MapTile[] tiles = mDrawTiles.tiles;
if (tilesChanged || positionChanged){
updateTileVisibility(pos, m.mapPlane);
}
tileCnt += mNumTileHolder;
/* prepare tile for rendering */
if (compileTileLayers(tiles, tileCnt) > 0) {
mUploadSerial++;
BufferObject.checkBufferUsage(false);
}
draw(tiles, tileCnt, pos, m, mAlpha, mOverdraw);
}
public void clearTiles() {
// Clear all references to MapTiles as all current
// tiles will also be removed from TileManager.
synchronized (MapRenderer.drawlock) {
mDrawTiles = new TileSet();
}
}
/** compile tile layer data and upload to VBOs */
private static int compileTileLayers(MapTile[] tiles, int tileCnt) {
int uploadCnt = 0;
for (int i = 0; i < tileCnt; i++) {
MapTile tile = tiles[i];
if (!tile.isVisible)
continue;
if (tile.state == STATE_READY)
continue;
if (tile.state == STATE_NEW_DATA) {
uploadCnt += uploadTileData(tile);
continue;
}
if (tile.holder != null) {
// load tile that is referenced by this holder
if (tile.holder.state == STATE_NEW_DATA)
uploadCnt += uploadTileData(tile.holder);
tile.state = tile.holder.state;
continue;
}
// check near relatives than can serve as proxy
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
MapTile rel = tile.rel.parent.item;
if (rel.state == STATE_NEW_DATA)
uploadCnt += uploadTileData(rel);
// dont load child proxies
continue;
}
for (int c = 0; c < 4; c++) {
if ((tile.proxies & 1 << c) == 0)
continue;
MapTile rel = tile.rel.get(i);
if (rel != null && rel.state == STATE_NEW_DATA)
uploadCnt += uploadTileData(rel);
}
}
return uploadCnt;
}
private static int uploadTileData(MapTile tile) {
tile.state = STATE_READY;
// tile might contain extrusion or label layers
if (tile.layers == null)
return 1;
int newSize = tile.layers.getSize();
if (newSize > 0) {
if (tile.layers.vbo == null)
tile.layers.vbo = BufferObject.get(GL20.GL_ARRAY_BUFFER, newSize);
if (!MapRenderer.uploadLayers(tile.layers, newSize, true)) {
Log.d(TAG, "BUG uploadTileData " + tile + " failed!");
BufferObject.release(tile.layers.vbo);
tile.layers.vbo = null;
tile.layers.clear();
tile.layers = null;
return 0;
}
}
return 1;
}
private final Object tilelock = new Object();
/** set tile isVisible flag true for tiles that intersect view */
private void updateTileVisibility(MapPosition pos, float[] box) {
// lock tiles while updating isVisible state
synchronized (tilelock) {
MapTile[] tiles = mDrawTiles.tiles;
int tileZoom = tiles[0].zoomLevel;
for (int i = 0; i < mDrawTiles.cnt; i++)
tiles[i].isVisible = false;
// count placeholder tiles
mNumTileHolder = 0;
// check visibile tiles
mScanBox.scan(pos.x, pos.y, pos.scale, tileZoom, box);
}
}
/**
* Update tileSet with currently visible tiles get a TileSet of currently
* visible tiles
*/
public boolean getVisibleTiles(TileSet tileSet) {
if (tileSet == null)
return false;
if (mDrawTiles == null) {
releaseTiles(tileSet);
return false;
}
// same tiles as before
// if (tileSet.serial == mDrawTiles.serial)
// return false;
int prevSerial = tileSet.serial;
// ensure tiles keep visible state
synchronized (tilelock) {
MapTile[] newTiles = mDrawTiles.tiles;
int cnt = mDrawTiles.cnt;
// unlock previous tiles
for (int i = 0; i < tileSet.cnt; i++)
tileSet.tiles[i].unlock();
// ensure same size
if (tileSet.tiles.length != mDrawTiles.tiles.length) {
tileSet.tiles = new MapTile[mDrawTiles.tiles.length];
}
// lock tiles to not be removed from cache
tileSet.cnt = 0;
for (int i = 0; i < cnt; i++) {
MapTile t = newTiles[i];
if (t.isVisible && t.state == STATE_READY) {
t.lock();
tileSet.tiles[tileSet.cnt++] = t;
}
}
tileSet.serial = mUploadSerial;
}
return prevSerial != tileSet.serial;
}
public void releaseTiles(TileSet td) {
for (int i = 0; i < td.cnt; i++) {
td.tiles[i].unlock();
td.tiles[i] = null;
}
td.cnt = 0;
}
// Add additional tiles that serve as placeholer when flipping
// over date-line.
// I dont really like this but cannot think of a better solution:
// The other option would be to run scanbox each time for upload,
// drawing, proxies and text layer. Adding placeholder only
// happens rarely, unless you live on Fidschi
/* package */int mNumTileHolder;
/* package */TileSet mDrawTiles = new TileSet();
// scanline fill class used to check tile visibility
private final ScanBox mScanBox = new ScanBox() {
@Override
protected void setVisible(int y, int x1, int x2) {
int cnt = mDrawTiles.cnt;
MapTile[] tiles = mDrawTiles.tiles;
for (int i = 0; i < cnt; i++) {
MapTile t = tiles[i];
if (t.tileY == y && t.tileX >= x1 && t.tileX < x2)
t.isVisible = true;
}
int xmax = 1 << mZoom;
if (x1 >= 0 && x2 < xmax)
return;
// add placeholder tiles to show both sides
// of date line. a little too complicated...
for (int x = x1; x < x2; x++) {
MapTile holder = null;
MapTile tile = null;
boolean found = false;
if (x >= 0 && x < xmax)
continue;
int xx = x;
if (x < 0)
xx = xmax + x;
else
xx = x - xmax;
if (xx < 0 || xx >= xmax)
continue;
for (int i = cnt; i < cnt + mNumTileHolder; i++)
if (tiles[i].tileX == x && tiles[i].tileY == y) {
found = true;
break;
}
if (found)
continue;
for (int i = 0; i < cnt; i++)
if (tiles[i].tileX == xx && tiles[i].tileY == y) {
tile = tiles[i];
break;
}
if (tile == null)
continue;
if (cnt + mNumTileHolder >= tiles.length){
Log.e(TAG, "too many tiles " + cnt + ", " + mNumTileHolder);
break;
}
holder = new MapTile(x, y, (byte) mZoom);
holder.isVisible = true;
holder.holder = tile;
tile.isVisible = true;
tiles[cnt + mNumTileHolder++] = holder;
}
}
};
private static final GL20 GL = GLAdapter.get();
// Counter increases polygon-offset for each tile drawn.
private static int mOffsetCnt;
// Current number of frames drawn, used to not draw a
// tile twice per frame.
private static int mDrawSerial = 0;
private static Matrices mMatrices;
private static float mFade;
//private static int mOverdraw;
private static final Matrix4 mProjMatrix = new Matrix4();
/**
* Draw tiles:
*
* @param fade
* alpha value for bitmap tiles
* @param overdrawColor
* draw color on top, e.g. to darken the layer temporarily
*/
private void draw(MapTile[] tiles, int tileCnt, MapPosition pos, Matrices m, float fade,
int overdrawColor) {
mOffsetCnt = -2048;
mMatrices = m;
mFade = fade;
//mOverdraw = overdrawColor;
mProjMatrix.copy(m.proj);
// discard depth projection from tilt, we use depth buffer
// for clipping
mProjMatrix.setValue(10, 0);
mProjMatrix.setValue(14, 0);
mProjMatrix.multiplyRhs(m.view);
GL.glDepthMask(true);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
GL.glDepthFunc(GL20.GL_LESS);
// Draw visible tiles
for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i];
if (t.isVisible && t.state == STATE_READY)
drawTile(t, pos);
}
double scale = pos.getZoomScale();
// Draw parent or children as proxy for visibile tiles that dont
// have data yet. Proxies are clipped to the region where nothing
// was drawn to depth buffer.
// TODO draw proxies for placeholder
for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i];
if (t.isVisible && (t.state != STATE_READY) && (t.holder == null)) {
boolean preferParent = (scale > 1.5) || (pos.zoomLevel - t.zoomLevel < 0);
drawProxyTile(t, pos, true, preferParent);
}
}
// Draw grandparents
for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i];
if (t.isVisible && (t.state != STATE_READY) && (t.holder == null))
drawProxyTile(t, pos, false, false);
}
// make sure stencil buffer write is disabled
GL.glStencilMask(0x00);
GL.glDepthMask(false);
mDrawSerial++;
// clear reference
mMatrices = null;
}
private void drawTile(MapTile tile, MapPosition pos) {
// draw parents only once
if (tile.lastDraw == mDrawSerial)
return;
tile.lastDraw = mDrawSerial;
MapTile t = tile;
if (t.holder != null)
t = t.holder;
if (t.layers == null || t.layers.vbo == null) {
//Log.d(TAG, "missing data " + (t.layers == null) + " " + (t.vbo == null));
return;
}
t.layers.vbo.bind();
// place tile relative to map position
int z = tile.zoomLevel;
float div = FastMath.pow(z - pos.zoomLevel);
double curScale = Tile.SIZE * pos.scale;
double scale = (pos.scale / (1 << z));
float x = (float) ((tile.x - pos.x) * curScale);
float y = (float) ((tile.y - pos.y) * curScale);
Matrices m = mMatrices;
m.mvp.setTransScale(x, y, (float) (scale / MapRenderer.COORD_SCALE));
m.mvp.multiplyLhs(mProjMatrix);
// set depth offset (used for clipping to tile boundaries)
GL.glPolygonOffset(0, mOffsetCnt++);
// simple line shader does not take forward shortening into
// account. only used when tilt is 0.
int simpleShader = (pos.tilt < 1 ? 1 : 0);
boolean clipped = false;
for (RenderElement l = t.layers.baseLayers; l != null;) {
switch (l.type) {
case RenderElement.POLYGON:
l = PolygonLayer.Renderer.draw(pos, l, m, !clipped, div, true);
clipped = true;
break;
case RenderElement.LINE:
if (!clipped) {
// draw stencil buffer clip region
PolygonLayer.Renderer.draw(pos, null, m, true, div, true);
clipped = true;
}
l = LineLayer.Renderer.draw(t.layers, l, pos, m, div, simpleShader);
break;
case RenderElement.TEXLINE:
if (!clipped) {
// draw stencil buffer clip region
PolygonLayer.Renderer.draw(pos, null, m, true, div, true);
clipped = true;
}
l = LineTexLayer.Renderer.draw(t.layers, l, pos, m, div);
break;
default:
// just in case
l = l.next;
}
}
for (RenderElement l = t.layers.textureLayers; l != null;) {
if (!clipped) {
// draw stencil buffer clip region
PolygonLayer.Renderer.draw(pos, null, m, true, div, true);
clipped = true;
}
// if (!clipped) {
// // draw stencil buffer clip region
// PolygonRenderer.clip(m);
// clipped = true;
// }
//GLState.test(false, false);
switch (l.type) {
case RenderElement.BITMAP:
l = BitmapLayer.Renderer.draw(l, m, 1, mFade);
break;
default:
l = l.next;
}
}
PolygonLayer.Renderer.drawOver(m, mOverdraw);
}
private int drawProxyChild(MapTile tile, MapPosition pos) {
int drawn = 0;
for (int i = 0; i < 4; i++) {
if ((tile.proxies & 1 << i) == 0)
continue;
MapTile c = tile.rel.get(i);
if (c.state == STATE_READY) {
drawTile(c, pos);
drawn++;
}
}
return drawn;
}
private void drawProxyTile(MapTile tile, MapPosition pos, boolean parent,
boolean preferParent) {
QuadTree<MapTile> r = tile.rel;
MapTile proxy;
if (!preferParent) {
// prefer drawing children
if (drawProxyChild(tile, pos) == 4)
return;
if (parent) {
// draw parent proxy
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy.state == STATE_READY) {
//Log.d(TAG, "1. draw parent " + proxy);
drawTile(proxy, pos);
}
}
} else if ((tile.proxies & MapTile.PROXY_GRAMPA) != 0) {
// check if parent was already drawn
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy.state == STATE_READY)
return;
}
proxy = r.parent.parent.item;
if (proxy.state == STATE_READY)
drawTile(proxy, pos);
}
} else {
// prefer drawing parent
if (parent) {
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy != null && proxy.state == STATE_READY) {
//Log.d(TAG, "2. draw parent " + proxy);
drawTile(proxy, pos);
return;
}
}
drawProxyChild(tile, pos);
} else if ((tile.proxies & MapTile.PROXY_GRAMPA) != 0) {
// check if parent was already drawn
if ((tile.proxies & MapTile.PROXY_PARENT) != 0) {
proxy = r.parent.item;
if (proxy.state == STATE_READY)
return;
}
// this will do nothing, just to check
if (drawProxyChild(tile, pos) > 0)
return;
proxy = r.parent.parent.item;
if (proxy.state == STATE_READY)
drawTile(proxy, pos);
}
}
}
@Override
protected void compile() {
// TODO Auto-generated method stub
}
@Override
protected void render(MapPosition position, Matrices matrices) {
// TODO Auto-generated method stub
}
}

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.layers.tile;
package org.oscim.tiling;
import java.util.Arrays;
import java.util.Comparator;

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.tilesource;
package org.oscim.tiling.source;
import java.io.InputStream;
import java.io.OutputStream;

View File

@ -12,7 +12,7 @@
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.tilesource;
package org.oscim.tiling.source;
import org.oscim.core.MapElement;

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