Location renderer with many improvements and fixes, closes #171

This commit is contained in:
Emux 2016-09-17 19:19:08 +03:00
parent 7cdeacd1c2
commit 769dd696e3
4 changed files with 338 additions and 290 deletions

View File

@ -11,7 +11,8 @@
- Native libraries for all platforms [#14](https://github.com/mapsforge/vtm/issues/14)
- Line stipple and texture rendering [#105](https://github.com/mapsforge/vtm/issues/105)
- Layer groups [#99](https://github.com/mapsforge/vtm/issues/99) [#103](https://github.com/mapsforge/vtm/issues/103)
- Map scale bar multi-platform [#84](https://github.com/mapsforge/vtm/issues/84)
- Location renderer [#171](https://github.com/mapsforge/vtm/issues/171)
- Map scale bar [#84](https://github.com/mapsforge/vtm/issues/84)
- libGDX layer gestures [#151](https://github.com/mapsforge/vtm/issues/151)
- LWJGL desktop libGDX backend [#129](https://github.com/mapsforge/vtm/issues/129)
- Render theme area tessellation option [#37](https://github.com/mapsforge/vtm/issues/37)

View File

@ -1,6 +1,7 @@
/*
* Copyright 2013 Ahmad Saleem
* Copyright 2013 Hannes Janetzek
* Copyright 2016 devemux86
*
* 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
@ -13,7 +14,6 @@
* 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.app.location;
import android.content.Context;
@ -31,10 +31,11 @@ import org.oscim.core.MapPosition;
import org.oscim.event.Event;
import org.oscim.layers.Layer;
import org.oscim.map.Map;
import org.oscim.renderer.LocationRenderer;
@SuppressWarnings("deprecation")
public class Compass extends Layer implements SensorEventListener,
Map.UpdateListener {
public class Compass extends Layer implements SensorEventListener, Map.UpdateListener,
LocationRenderer.Callback {
// final static Logger log = LoggerFactory.getLogger(Compass.class);
@ -84,6 +85,7 @@ public class Compass extends Layer implements SensorEventListener,
setEnabled(false);
}
@Override
public synchronized float getRotation() {
return mCurRotation;
}

View File

@ -16,44 +16,29 @@
*/
package org.oscim.app.location;
import android.os.SystemClock;
import org.oscim.backend.GL;
import org.oscim.core.Box;
import org.oscim.core.MercatorProjection;
import org.oscim.core.Point;
import org.oscim.core.Tile;
import org.oscim.layers.Layer;
import org.oscim.map.Map;
import org.oscim.renderer.GLShader;
import org.oscim.renderer.GLState;
import org.oscim.renderer.GLViewport;
import org.oscim.renderer.LayerRenderer;
import org.oscim.renderer.MapRenderer;
import org.oscim.utils.FastMath;
import org.oscim.utils.math.Interpolation;
import static org.oscim.backend.GLAdapter.gl;
import org.oscim.renderer.LocationRenderer;
public class LocationOverlay extends Layer {
private final int SHOW_ACCURACY_ZOOM = 16;
private final Point mLocation = new Point();
private double mRadius;
private final Compass mCompass;
private final LocationRenderer mLocationRenderer;
public LocationOverlay(Map map, Compass compass) {
super(map);
mRenderer = new LocationIndicator(map);
mCompass = compass;
mRenderer = mLocationRenderer = new LocationRenderer(mMap, this);
mLocationRenderer.setCallback(compass);
}
public void setPosition(double latitude, double longitude, double accuracy) {
mLocation.x = MercatorProjection.longitudeToX(longitude);
mLocation.y = MercatorProjection.latitudeToY(latitude);
mRadius = accuracy / MercatorProjection.groundResolution(latitude, 1);
((LocationIndicator) mRenderer).animate(true);
double x = MercatorProjection.longitudeToX(longitude);
double y = MercatorProjection.latitudeToY(latitude);
double radius = accuracy / MercatorProjection.groundResolution(latitude, 1);
mLocationRenderer.setLocation(x, y, radius);
mLocationRenderer.animate(true);
}
@Override
@ -64,268 +49,8 @@ public class LocationOverlay extends Layer {
super.setEnabled(enabled);
if (!enabled)
((LocationIndicator) mRenderer).animate(false);
mLocationRenderer.animate(false);
mCompass.setEnabled(enabled);
}
public class LocationIndicator extends LayerRenderer {
private int mShaderProgram;
private int hVertexPosition;
private int hMatrixPosition;
private int hScale;
private int hPhase;
private int hDirection;
private final float CIRCLE_SIZE = 60;
private final static long ANIM_RATE = 50;
private final static long INTERVAL = 2000;
private final Point mIndicatorPosition = new Point();
private final Point mScreenPoint = new Point();
private final Box mBBox = new Box();
private boolean mInitialized;
private boolean mLocationIsVisible;
private boolean mRunAnim;
private long mAnimStart;
public LocationIndicator(final Map map) {
super();
}
private void animate(boolean enable) {
if (mRunAnim == enable)
return;
mRunAnim = enable;
if (!enable)
return;
final Runnable action = new Runnable() {
private long lastRun;
@Override
public void run() {
if (!mRunAnim)
return;
long diff = SystemClock.elapsedRealtime() - lastRun;
mMap.postDelayed(this, Math.min(ANIM_RATE, diff));
mMap.render();
}
};
mAnimStart = SystemClock.elapsedRealtime();
mMap.postDelayed(action, ANIM_RATE);
}
private float animPhase() {
return (float) ((MapRenderer.frametime - mAnimStart) % INTERVAL) / INTERVAL;
}
@Override
public void update(GLViewport v) {
if (!mInitialized) {
init();
mInitialized = true;
}
if (!isEnabled()) {
setReady(false);
return;
}
if (!v.changed() && isReady())
return;
setReady(true);
int width = mMap.getWidth();
int height = mMap.getHeight();
// clamp location to a position that can be
// savely translated to screen coordinates
v.getBBox(mBBox, 0);
double x = mLocation.x;
double y = mLocation.y;
if (!mBBox.contains(mLocation)) {
x = FastMath.clamp(x, mBBox.xmin, mBBox.xmax);
y = FastMath.clamp(y, mBBox.ymin, mBBox.ymax);
}
// get position of Location in pixel relative to
// screen center
v.toScreenPoint(x, y, mScreenPoint);
x = mScreenPoint.x + width / 2;
y = mScreenPoint.y + height / 2;
// clip position to screen boundaries
int visible = 0;
if (x > width - 5)
x = width;
else if (x < 5)
x = 0;
else
visible++;
if (y > height - 5)
y = height;
else if (y < 5)
y = 0;
else
visible++;
mLocationIsVisible = (visible == 2);
// set location indicator position
v.fromScreenPoint(x, y, mIndicatorPosition);
}
@Override
public void render(GLViewport v) {
GLState.useProgram(mShaderProgram);
GLState.blend(true);
GLState.test(false, false);
GLState.enableVertexArrays(hVertexPosition, -1);
MapRenderer.bindQuadVertexVBO(hVertexPosition/*, true*/);
float radius = CIRCLE_SIZE;
animate(true);
boolean viewShed = false;
if (!mLocationIsVisible /* || pos.zoomLevel < SHOW_ACCURACY_ZOOM */) {
//animate(true);
} else {
if (v.pos.zoomLevel >= SHOW_ACCURACY_ZOOM)
radius = (float) (mRadius * v.pos.scale);
viewShed = true;
//animate(false);
}
gl.uniform1f(hScale, radius);
double x = mIndicatorPosition.x - v.pos.x;
double y = mIndicatorPosition.y - v.pos.y;
double tileScale = Tile.SIZE * v.pos.scale;
v.mvp.setTransScale((float) (x * tileScale), (float) (y * tileScale), 1);
v.mvp.multiplyMM(v.viewproj, v.mvp);
v.mvp.setAsUniform(hMatrixPosition);
if (!viewShed) {
float phase = Math.abs(animPhase() - 0.5f) * 2;
//phase = Interpolation.fade.apply(phase);
phase = Interpolation.swing.apply(phase);
gl.uniform1f(hPhase, 0.8f + phase * 0.2f);
} else {
gl.uniform1f(hPhase, 1);
}
if (viewShed && mLocationIsVisible) {
float rotation = mCompass.getRotation() - 90;
gl.uniform2f(hDirection,
(float) Math.cos(Math.toRadians(rotation)),
(float) Math.sin(Math.toRadians(rotation)));
} else {
gl.uniform2f(hDirection, 0, 0);
}
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
}
private boolean init() {
int shader = GLShader.createProgram(vShaderStr, fShaderStr);
if (shader == 0)
return false;
mShaderProgram = shader;
hVertexPosition = gl.getAttribLocation(shader, "a_pos");
hMatrixPosition = gl.getUniformLocation(shader, "u_mvp");
hPhase = gl.getUniformLocation(shader, "u_phase");
hScale = gl.getUniformLocation(shader, "u_scale");
hDirection = gl.getUniformLocation(shader, "u_dir");
return true;
}
private final static String vShaderStr = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform float u_phase;"
+ "uniform float u_scale;"
+ "attribute vec2 a_pos;"
+ "varying vec2 v_tex;"
+ "void main() {"
+ " gl_Position = u_mvp * vec4(a_pos * u_scale * u_phase, 0.0, 1.0);"
+ " v_tex = a_pos;"
+ "}";
private final static String fShaderStr = ""
+ "precision mediump float;"
+ "varying vec2 v_tex;"
+ "uniform float u_scale;"
+ "uniform float u_phase;"
+ "uniform vec2 u_dir;"
+ "void main() {"
+ " float len = 1.0 - length(v_tex);"
+ " if (u_dir.x == 0.0 && u_dir.y == 0.0){"
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;"
+ " } else {"
/// outer ring
+ " float a = smoothstep(0.0, 2.0 / u_scale, len);"
/// inner ring
+ " float b = 0.5 * smoothstep(4.0 / u_scale, 5.0 / u_scale, len);"
/// center point
+ " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
+ " vec2 dir = normalize(v_tex);"
+ " float d = 1.0 - dot(dir, u_dir); "
/// 0.5 width of viewshed
+ " d = clamp(step(0.5, d), 0.4, 0.7);"
/// - subtract inner from outer to create the outline
/// - multiply by viewshed
/// - add center point
+ " a = d * (a - (b + c)) + c;"
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
+ "}}";
//private final static String fShaderStr = ""
// + "precision mediump float;"
// + "varying vec2 v_tex;"
// + "uniform float u_scale;"
// + "uniform float u_phase;"
// + "uniform vec2 u_dir;"
// + "void main() {"
// + " float len = 1.0 - length(v_tex);"
// /// outer ring
// + " float a = smoothstep(0.0, 2.0 / u_scale, len);"
// /// inner ring
// + " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);"
// /// center point
// + " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
// + " vec2 dir = normalize(v_tex);"
// + " float d = dot(dir, u_dir); "
// /// 0.5 width of viewshed
// + " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);"
// /// - subtract inner from outer to create the outline
// /// - multiply by viewshed
// /// - add center point
// + " a = max(d, (a - (b + c)) + c);"
// + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
// + "}";
}
}

View File

@ -0,0 +1,320 @@
/*
* Copyright 2013 Ahmad Saleem
* Copyright 2013 Hannes Janetzek
* Copyright 2016 devemux86
*
* 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;
import org.oscim.backend.GL;
import org.oscim.core.Box;
import org.oscim.core.Point;
import org.oscim.core.Tile;
import org.oscim.layers.Layer;
import org.oscim.map.Map;
import org.oscim.utils.FastMath;
import org.oscim.utils.math.Interpolation;
import static org.oscim.backend.GLAdapter.gl;
public class LocationRenderer extends LayerRenderer {
private static final int SHOW_ACCURACY_ZOOM = 16;
private final Map mMap;
private final Layer mLayer;
private int mShaderProgram;
private int hVertexPosition;
private int hMatrixPosition;
private int hScale;
private int hPhase;
private int hDirection;
private static final float CIRCLE_SIZE = 60;
private static final long ANIM_RATE = 50;
private static final long INTERVAL = 2000;
private final Point mIndicatorPosition = new Point();
private final Point mScreenPoint = new Point();
private final Box mBBox = new Box();
private boolean mInitialized;
private boolean mLocationIsVisible;
private boolean mRunAnim;
private long mAnimStart;
private Callback mCallback;
private final Point mLocation = new Point(Double.NaN, Double.NaN);
private double mRadius;
private int mShowAccuracyZoom = SHOW_ACCURACY_ZOOM;
public LocationRenderer(Map map, Layer layer) {
mMap = map;
mLayer = layer;
}
public void setCallback(Callback callback) {
mCallback = callback;
}
public void setLocation(double x, double y, double radius) {
mLocation.x = x;
mLocation.y = y;
mRadius = radius;
}
public void setShowAccuracyZoom(int showAccuracyZoom) {
mShowAccuracyZoom = showAccuracyZoom;
}
public void animate(boolean enable) {
if (mRunAnim == enable)
return;
mRunAnim = enable;
if (!enable)
return;
final Runnable action = new Runnable() {
private long lastRun;
@Override
public void run() {
if (!mRunAnim)
return;
long diff = System.currentTimeMillis() - lastRun;
mMap.postDelayed(this, Math.min(ANIM_RATE, diff));
mMap.render();
lastRun = System.currentTimeMillis();
}
};
mAnimStart = System.currentTimeMillis();
mMap.postDelayed(action, ANIM_RATE);
}
private float animPhase() {
return (float) ((MapRenderer.frametime - mAnimStart) % INTERVAL) / INTERVAL;
}
@Override
public void update(GLViewport v) {
if (!mInitialized) {
init();
mInitialized = true;
}
if (!mLayer.isEnabled()) {
setReady(false);
return;
}
/*if (!v.changed() && isReady())
return;*/
setReady(true);
int width = mMap.getWidth();
int height = mMap.getHeight();
// clamp location to a position that can be
// savely translated to screen coordinates
v.getBBox(mBBox, 0);
double x = mLocation.x;
double y = mLocation.y;
if (!mBBox.contains(mLocation)) {
x = FastMath.clamp(x, mBBox.xmin, mBBox.xmax);
y = FastMath.clamp(y, mBBox.ymin, mBBox.ymax);
}
// get position of Location in pixel relative to
// screen center
v.toScreenPoint(x, y, mScreenPoint);
x = mScreenPoint.x + width / 2;
y = mScreenPoint.y + height / 2;
// clip position to screen boundaries
int visible = 0;
if (x > width - 5)
x = width;
else if (x < 5)
x = 0;
else
visible++;
if (y > height - 5)
y = height;
else if (y < 5)
y = 0;
else
visible++;
mLocationIsVisible = (visible == 2);
// set location indicator position
v.fromScreenPoint(x, y, mIndicatorPosition);
}
@Override
public void render(GLViewport v) {
GLState.useProgram(mShaderProgram);
GLState.blend(true);
GLState.test(false, false);
GLState.enableVertexArrays(hVertexPosition, -1);
MapRenderer.bindQuadVertexVBO(hVertexPosition/*, true*/);
float radius = CIRCLE_SIZE;
animate(true);
boolean viewShed = false;
if (!mLocationIsVisible /* || pos.zoomLevel < SHOW_ACCURACY_ZOOM */) {
//animate(true);
} else {
if (v.pos.zoomLevel >= mShowAccuracyZoom && mRadius > 0)
radius = (float) (mRadius * v.pos.scale);
viewShed = true;
//animate(false);
}
gl.uniform1f(hScale, radius);
double x = mIndicatorPosition.x - v.pos.x;
double y = mIndicatorPosition.y - v.pos.y;
double tileScale = Tile.SIZE * v.pos.scale;
v.mvp.setTransScale((float) (x * tileScale), (float) (y * tileScale), 1);
v.mvp.multiplyMM(v.viewproj, v.mvp);
v.mvp.setAsUniform(hMatrixPosition);
if (!viewShed) {
float phase = Math.abs(animPhase() - 0.5f) * 2;
//phase = Interpolation.fade.apply(phase);
phase = Interpolation.swing.apply(phase);
gl.uniform1f(hPhase, 0.8f + phase * 0.2f);
} else {
gl.uniform1f(hPhase, 1);
}
if (viewShed && mLocationIsVisible) {
float rotation = 0;
if (mCallback != null)
rotation = mCallback.getRotation();
rotation -= 90;
gl.uniform2f(hDirection,
(float) Math.cos(Math.toRadians(rotation)),
(float) Math.sin(Math.toRadians(rotation)));
} else {
gl.uniform2f(hDirection, 0, 0);
}
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
}
private boolean init() {
int shader = GLShader.createProgram(vShaderStr, fShaderStr);
if (shader == 0)
return false;
mShaderProgram = shader;
hVertexPosition = gl.getAttribLocation(shader, "a_pos");
hMatrixPosition = gl.getUniformLocation(shader, "u_mvp");
hPhase = gl.getUniformLocation(shader, "u_phase");
hScale = gl.getUniformLocation(shader, "u_scale");
hDirection = gl.getUniformLocation(shader, "u_dir");
return true;
}
private final static String vShaderStr = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform float u_phase;"
+ "uniform float u_scale;"
+ "attribute vec2 a_pos;"
+ "varying vec2 v_tex;"
+ "void main() {"
+ " gl_Position = u_mvp * vec4(a_pos * u_scale * u_phase, 0.0, 1.0);"
+ " v_tex = a_pos;"
+ "}";
private final static String fShaderStr = ""
+ "precision mediump float;"
+ "varying vec2 v_tex;"
+ "uniform float u_scale;"
+ "uniform float u_phase;"
+ "uniform vec2 u_dir;"
+ "void main() {"
+ " float len = 1.0 - length(v_tex);"
+ " if (u_dir.x == 0.0 && u_dir.y == 0.0){"
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;"
+ " } else {"
/// outer ring
+ " float a = smoothstep(0.0, 2.0 / u_scale, len);"
/// inner ring
+ " float b = 0.5 * smoothstep(4.0 / u_scale, 5.0 / u_scale, len);"
/// center point
+ " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
+ " vec2 dir = normalize(v_tex);"
+ " float d = 1.0 - dot(dir, u_dir); "
/// 0.5 width of viewshed
+ " d = clamp(step(0.5, d), 0.4, 0.7);"
/// - subtract inner from outer to create the outline
/// - multiply by viewshed
/// - add center point
+ " a = d * (a - (b + c)) + c;"
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
+ "}}";
//private final static String fShaderStr = ""
// + "precision mediump float;"
// + "varying vec2 v_tex;"
// + "uniform float u_scale;"
// + "uniform float u_phase;"
// + "uniform vec2 u_dir;"
// + "void main() {"
// + " float len = 1.0 - length(v_tex);"
// /// outer ring
// + " float a = smoothstep(0.0, 2.0 / u_scale, len);"
// /// inner ring
// + " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);"
// /// center point
// + " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
// + " vec2 dir = normalize(v_tex);"
// + " float d = dot(dir, u_dir); "
// /// 0.5 width of viewshed
// + " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);"
// /// - subtract inner from outer to create the outline
// /// - multiply by viewshed
// /// - add center point
// + " a = max(d, (a - (b + c)) + c);"
// + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
// + "}";
public interface Callback {
float getRotation();
}
}