- fix roof triagulation for polygons with holes

- omit indices for outline outside tile boundaries
This commit is contained in:
Hannes Janetzek 2013-01-04 06:30:36 +01:00
parent eb278585fa
commit c01252f249
4 changed files with 226 additions and 176 deletions

View File

@ -19,7 +19,9 @@ import java.nio.ByteOrder;
import java.nio.FloatBuffer; import java.nio.FloatBuffer;
import java.nio.ShortBuffer; import java.nio.ShortBuffer;
import org.oscim.core.Tile;
import org.oscim.renderer.GLRenderer; import org.oscim.renderer.GLRenderer;
import org.oscim.utils.LineClipper;
import org.oscim.view.MapView; import org.oscim.view.MapView;
import org.quake.triangle.TriangleJNI; import org.quake.triangle.TriangleJNI;
@ -32,38 +34,54 @@ import android.util.Log;
public class ExtrusionLayer extends Layer { public class ExtrusionLayer extends Layer {
private final static String TAG = ExtrusionLayer.class.getName(); private final static String TAG = ExtrusionLayer.class.getName();
private static final float S = GLRenderer.COORD_MULTIPLIER; private static final float S = GLRenderer.COORD_MULTIPLIER;
public int mIndicesBufferID;
public int mVertexBufferID;
public int mNumIndices = 0;
private int mNumVertices = 0; private int mNumVertices = 0;
private VertexPoolItem mVertices, mCurVertices; private VertexPoolItem mVertices, mCurVertices;
private VertexPoolItem mIndices[], mCurIndices[]; private VertexPoolItem mIndices[], mCurIndices[];
private LineClipper mClipper;
public int mIndiceCnt[] = { 0, 0, 0 }; public int mIndiceCnt[] = { 0, 0, 0 };
public int mIndicesBufferID;
public int mVertexBufferID;
public int mNumIndices = 0;
private final static int IND_EVEN_SIDE = 0;
private final static int IND_ODD_SIDE = 1;
private final static int IND_ROOF = 2;
private final static int IND_OUTLINE = 3;
public ExtrusionLayer(int level) { public ExtrusionLayer(int level) {
this.type = Layer.EXTRUSION; this.type = Layer.EXTRUSION;
this.layer = level; this.layer = level;
mVertices = mCurVertices = VertexPool.get(); mVertices = mCurVertices = VertexPool.get();
mIndices = new VertexPoolItem[3]; // indices for
mCurIndices = new VertexPoolItem[3]; // 0. even sides
mIndices[0] = mCurIndices[0] = VertexPool.get(); // 1. odd sides
mIndices[1] = mCurIndices[1] = VertexPool.get(); // 2. roof
mIndices[2] = mCurIndices[2] = VertexPool.get(); // 3. roof outline
mIndices = new VertexPoolItem[4];
mCurIndices = new VertexPoolItem[4];
for (int i = 0; i < 4; i++)
mIndices[i] = mCurIndices[i] = VertexPool.get();
mClipper = new LineClipper(0, 0, Tile.TILE_SIZE, Tile.TILE_SIZE);
} }
public void addBuildings(float[] points, short[] index, int height) { public void addBuildings(float[] points, short[] index, int height) {
int complex = 0;
// start outer ring
int outer = 0;
boolean simple = true; boolean simple = true;
int startVertex = mNumVertices;
if (height == 0) if (height == 0)
height = 400; height = 400;
else else
height *= 40; height *= 40;
for (int i = 0, pos = 0, n = index.length; i < n; i++) { for (int ipos = 0, ppos = 0, n = index.length; ipos < n; ipos++) {
int length = index[i]; int length = index[ipos];
// end marker // end marker
if (length < 0) if (length < 0)
@ -71,29 +89,89 @@ public class ExtrusionLayer extends Layer {
// start next polygon // start next polygon
if (length == 0) { if (length == 0) {
complex = i + 1; outer = ipos + 1;
startVertex = mNumVertices;
simple = true; simple = true;
continue; continue;
} }
// we dont need to add duplicate end/start point
int len = length;
if (!MapView.enableClosePolygons)
len -= 2;
// need at least three points // need at least three points
if (length < 6) { if (len < 6) {
pos += length; ppos += length;
continue; continue;
} }
// check if polygon contains inner rings // check if polygon contains inner rings
//if (simple && ((i < n - 1) && (index[i + 1] > 0))) if (simple && (ipos < n - 1) && (index[ipos + 1] > 0))
// simple = false; simple = false;
addOutline(points, pos, length, height, simple); boolean convex = addOutline(points, ppos, len, height, simple);
pos += length; if (simple && (convex || len <= 8))
addRoofSimple(startVertex, len);
else if (ipos == outer) // only add roof once
//addRoof(startVertex, pos, len, points);
addRoof(startVertex, index, ipos, points, ppos);
ppos += length;
} }
} }
private void addOutline(float[] points, int pos, int len, float height, boolean simple) { private void addRoofSimple(int startVertex, int len) {
if (!MapView.enableClosePolygons)
len -= 2; // roof indices for convex shapes
int i = mCurIndices[IND_ROOF].used;
short[] indices = mCurIndices[IND_ROOF].vertices;
short first = (short) (startVertex + 1);
for (int k = 0; k < len - 4; k += 2) {
if (i == VertexPoolItem.SIZE) {
mCurIndices[IND_ROOF].used = VertexPoolItem.SIZE;
mCurIndices[IND_ROOF].next = VertexPool.get();
mCurIndices[IND_ROOF] = mCurIndices[2].next;
indices = mCurIndices[IND_ROOF].vertices;
i = 0;
}
indices[i++] = first;
indices[i++] = (short) (first + k + 4);
indices[i++] = (short) (first + k + 2);
}
mCurIndices[IND_ROOF].used = i;
}
private void addRoof(int startVertex, short[] index, int ipos, float[] points, int ppos) {
int len = 0;
int rings = 0;
// get sum of points in polygon
for (int i = ipos, n = index.length; i < n && index[i] > 0; i++) {
len += index[i];
rings++;
}
// triangulate up to 200 points (limited only by prepared buffers)
if (len > 400) {
Log.d(TAG, ">>> skip building : " + len + " <<<");
return;
}
int used = triangulate(points, ppos, len, index, ipos, rings,
startVertex + 1, mCurIndices[IND_ROOF]);
if (used > 0) {
// get back to the last item added..
VertexPoolItem it = mIndices[IND_ROOF];
while (it.next != null)
it = it.next;
mCurIndices[IND_ROOF] = it;
}
}
private boolean addOutline(float[] points, int pos, int len, float height, boolean convex) {
// add two vertices for last face to make zigzag indices work // add two vertices for last face to make zigzag indices work
boolean addFace = (len % 4 != 0); boolean addFace = (len % 4 != 0);
@ -101,7 +179,6 @@ public class ExtrusionLayer extends Layer {
// Log.d(TAG, "add: " + addFace + " " + len + " (" + pos + ")"); // Log.d(TAG, "add: " + addFace + " " + len + " (" + pos + ")");
int vertexCnt = len + (addFace ? 2 : 0); int vertexCnt = len + (addFace ? 2 : 0);
int indicesCnt = (len >> 1) * 6;
short h = (short) height; short h = (short) height;
@ -113,7 +190,6 @@ public class ExtrusionLayer extends Layer {
float vx = nx - cx; float vx = nx - cx;
float vy = ny - cy; float vy = ny - cy;
float ca = (float) Math.sqrt(vx * vx + vy * vy); float ca = (float) Math.sqrt(vx * vx + vy * vy);
float pa = ca;
float ux = vx; float ux = vx;
float uy = vy; float uy = vy;
@ -125,12 +201,14 @@ public class ExtrusionLayer extends Layer {
boolean even = true; boolean even = true;
int changeX = 0;
int changeY = 0;
short[] vertices = mCurVertices.vertices; short[] vertices = mCurVertices.vertices;
int v = mCurVertices.used; int v = mCurVertices.used;
int convex = 0; for (int i = 2; i < len + 2; i += 2, v += 8) {
/* add bottom and top vertex for each point */
for (int i = 0; i < len; i += 2, v += 8) {
cx = nx; cx = nx;
cy = ny; cy = ny;
@ -142,46 +220,53 @@ public class ExtrusionLayer extends Layer {
v = 0; v = 0;
} }
// set coordinate
vertices[v + 0] = vertices[v + 4] = (short) (cx * S); vertices[v + 0] = vertices[v + 4] = (short) (cx * S);
vertices[v + 1] = vertices[v + 5] = (short) (cy * S); vertices[v + 1] = vertices[v + 5] = (short) (cy * S);
// set height
vertices[v + 2] = 0; vertices[v + 2] = 0;
vertices[v + 6] = h; vertices[v + 6] = h;
if (i < len - 2) { // calculate direction to next point
nx = points[pos + i + 2]; if (i < len) {
ny = points[pos + i + 3]; nx = points[pos + i + 0];
ny = points[pos + i + 1];
vx = nx - cx;
vy = ny - cy;
ca = (float) Math.sqrt(vx * vx + vy * vy);
if (convex > -1) {
// TODO fix for straight line...
double dir = (vx * ux + vy * uy) / (ca * pa);
if (convex == 0)
convex = dir > 0 ? 1 : 2;
else if (convex == 1)
convex = dir > 0 ? 1 : -1;
else
convex = dir > 0 ? -1 : 2;
}
vlight = vx > 0 ? (vx / ca) : -(vx / ca) - 0.1f;
color2 = (short) (200 + (50 * vlight));
} else { } else {
color2 = fcolor; nx = points[pos + 0];
ny = points[pos + 1];
//color2 = fcolor;
} }
vx = nx - cx;
vy = ny - cy;
ca = (float) Math.sqrt(vx * vx + vy * vy);
vlight = vx > 0 ? (vx / ca) : -(vx / ca) - 0.1f;
color2 = (short) (200 + (50 * vlight));
short c; short c;
if (even) if (even)
c = (short) (color1 | color2 << 8); c = (short) (color1 | color2 << 8);
else else
c = (short) (color2 | color1 << 8); c = (short) (color2 | color1 << 8);
// set lighting (direction)
vertices[v + 3] = vertices[v + 7] = c; vertices[v + 3] = vertices[v + 7] = c;
pa = ca; if (convex) {
// TODO simple polys with only one concave arc
// could be handled without special triangulation
if ((ux < 0 ? 1 : -1) != (vx < 0 ? 1 : -1))
changeX++;
if ((uy < 0 ? 1 : -1) != (vy < 0 ? 1 : -1))
changeY++;
if (changeX > 2 || changeY > 2)
convex = false;
}
ux = vx; ux = vx;
uy = vy; uy = vy;
color1 = color2; color1 = color2;
@ -214,7 +299,7 @@ public class ExtrusionLayer extends Layer {
mCurVertices.used = v; mCurVertices.used = v;
// fill ZigZagQuadIndices(tm) // fill ZigZagQuadIndices(tm) and outline indices
for (int j = 0; j < 2; j++) { for (int j = 0; j < 2; j++) {
short[] indices = mCurIndices[j].vertices; short[] indices = mCurIndices[j].vertices;
@ -223,8 +308,32 @@ public class ExtrusionLayer extends Layer {
// vertex id // vertex id
v = mNumVertices + (j * 2); v = mNumVertices + (j * 2);
int ppos = pos + (j * 2);
for (int k = j * 2; k < len; k += 4, ppos += 4) {
boolean accept;
if (k + 2 < len) {
accept = mClipper.clip(
(int) points[ppos],
(int) points[ppos + 1],
(int) points[ppos + 2],
(int) points[ppos + 3]);
} else {
accept = mClipper.clip(
(int) points[ppos],
(int) points[ppos + 1],
(int) points[pos + 0],
(int) points[pos + 1]);
}
if (!accept) {
// Log.d(TAG, "omit line: "
// + points[ppos] + ":" + points[ppos + 1] + " "
// + points[ppos + 2] + ":" + points[ppos + 3]);
v += 4;
continue;
}
for (int k = j * 2; k < len; k += 4) {
short s0 = (short) (v++); short s0 = (short) (v++);
short s1 = (short) (v++); short s1 = (short) (v++);
short s2 = (short) (v++); short s2 = (short) (v++);
@ -246,6 +355,7 @@ public class ExtrusionLayer extends Layer {
s3 -= len; s3 -= len;
} }
} }
indices[i++] = s0; indices[i++] = s0;
indices[i++] = s1; indices[i++] = s1;
indices[i++] = s2; indices[i++] = s2;
@ -256,76 +366,16 @@ public class ExtrusionLayer extends Layer {
//System.out.println(" i:" + (mNumIndices + (k * 6)) //System.out.println(" i:" + (mNumIndices + (k * 6))
// + "\t(" + s0 + "," + s1 + "," + s2 // + "\t(" + s0 + "," + s1 + "," + s2
// + ")\t(" + s1 + "," + s3 + "," + s2 + ")"); // + ")\t(" + s1 + "," + s3 + "," + s2 + ")");
// outline[cOut++] = s1;
// outline[cOut++] = s3;
} }
mCurIndices[j].used = i; mCurIndices[j].used = i;
} }
if (simple && (len <= 8 || convex > 0)) {
//Log.d(TAG, len + " is simple " + convex);
// roof indices for convex shapes
int i = mCurIndices[2].used;
short[] indices = mCurIndices[2].vertices;
short first = (short) (mNumVertices + 1);
for (int k = 0; k < len - 4; k += 2) {
if (i == VertexPoolItem.SIZE) {
mCurIndices[2].used = VertexPoolItem.SIZE;
mCurIndices[2].next = VertexPool.get();
mCurIndices[2] = mCurIndices[2].next;
indices = mCurIndices[2].vertices;
i = 0;
}
indices[i++] = first;
//if (convex != 2) {
// cw ?
indices[i++] = (short) (first + k + 4);
indices[i++] = (short) (first + k + 2);
// } else {
// indices[i++] = (short) (first + k + 2);
// indices[i++] = (short) (first + k + 4);
// }
// System.out.println("indice:" + k + "\t" + indices[cnt - 3] + ","
// + indices[cnt - 2]+ "," + indices[cnt - 1]);
indicesCnt += 3;
}
mCurIndices[2].used = i;
} else if (len < 400) {
// triangulate up to 200 points
short first = (short) (mNumVertices + 1);
int used = triangulate(points, pos, len, mCurIndices[2], first);
if (used > 0) {
indicesCnt += used;
// find the last item added..
VertexPoolItem it = mIndices[2];
while (it.next != null)
it = it.next;
mCurIndices[2] = it;
}
// mCurIndices[2].next = VertexPool.get();
// mCurIndices[2] = mCurIndices[2].next;
// short[] indices = mCurIndices[2].vertices;
// int used = triangulate(points, pos, len, indices);
// if (used > 0) {
// short first = (short) (mNumVertices + 1);
// for (int i = 0; i < used; i += 3) {
// indices[i] = (short) (indices[i] * 2 + first);
// short tmp = indices[i + 1];
// indices[i + 1] = (short) (indices[i + 2] * 2 + first);
// indices[i + 2] = (short) (tmp * 2 + first);
// }
// mCurIndices[2].used = used;
// indicesCnt += used;
// }
} else
Log.d(TAG, "skip >>>>>>>>>> : " + len + " <<<<<<<<<<<<<");
//Log.d(TAG, "add building: " + vertexCnt);
mNumVertices += vertexCnt; mNumVertices += vertexCnt;
mNumIndices += indicesCnt; return convex;
} }
public void compile(ShortBuffer sbuf) { public void compile(ShortBuffer sbuf) {
@ -406,10 +456,9 @@ public class ExtrusionLayer extends Layer {
private static ShortBuffer sBuf; private static ShortBuffer sBuf;
private static FloatBuffer fBuf; private static FloatBuffer fBuf;
public static synchronized int triangulate(float[] points, int pos, int len, public static synchronized int triangulate(float[] points, int ppos, int plen, short[] index,
VertexPoolItem item, int first) { int ipos, int rings,
int vertexOffset, VertexPoolItem item) {
int numRings = 1;
if (!initialized) { if (!initialized) {
// FIXME also cleanup on shutdown! // FIXME also cleanup on shutdown!
@ -423,27 +472,27 @@ public class ExtrusionLayer extends Layer {
} }
fBuf.clear(); fBuf.clear();
fBuf.put(points, pos, len); fBuf.put(points, ppos, plen);
sBuf.clear(); sBuf.clear();
sBuf.put((short) (len >> 1)); // all points sBuf.put((short) plen); // all points
sBuf.put((short) (len >> 1)); // outer ring sBuf.put(index, ipos, rings);
//sBuf.put((short)4); // inner ring
int numTris = TriangleJNI.triangulate(fBuf, numRings, sBuf, first); int numTris = TriangleJNI.triangulate(fBuf, rings, sBuf, vertexOffset);
int numIndices = numTris * 3; int numIndices = numTris * 3;
sBuf.limit(numIndices); sBuf.limit(numIndices);
sBuf.position(0); sBuf.position(0);
for (int k = 0, cnt = 0; k < numIndices; k += cnt) { for (int k = 0, cnt = 0; k < numIndices; k += cnt) {
cnt = VertexPoolItem.SIZE - item.used;
if (item.used == VertexPoolItem.SIZE) { if (item.used == VertexPoolItem.SIZE) {
item.next = VertexPool.get(); item.next = VertexPool.get();
item = item.next; item = item.next;
} }
cnt = VertexPoolItem.SIZE - item.used;
if (k + cnt > numIndices) if (k + cnt > numIndices)
cnt = numIndices - k; cnt = numIndices - k;
@ -451,25 +500,6 @@ public class ExtrusionLayer extends Layer {
item.used += cnt; item.used += cnt;
} }
// sBuf.get(sIndices, 0, numIndices);
//
// short[] indices = item.vertices;
// int i = item.used;
//
// for (int k = 0; k < numIndices; k += 3) {
// if (i == VertexPoolItem.SIZE) {
// item.used = VertexPoolItem.SIZE;
// item.next = VertexPool.get();
// item = item.next;
// indices = item.vertices;
// i = 0;
// }
// indices[i++] = sIndices[k + 0];
// indices[i++] = sIndices[k + 1];
// indices[i++] = sIndices[k + 2];
// }
// item.used = i;
return numIndices; return numIndices;
} }
} }

View File

@ -111,7 +111,7 @@ public class BuildingOverlay2 extends RenderOverlay {
// sligthly differ adjacent faces to imrpove contrast // sligthly differ adjacent faces to imrpove contrast
float mColor[] = { 0.71872549f, 0.701960784f, 0.690196078f, 0.7f }; float mColor[] = { 0.71872549f, 0.701960784f, 0.690196078f, 0.7f };
float mColor2[] = { 0.71372549f, 0.701960784f, 0.695196078f, 0.7f }; float mColor2[] = { 0.71372549f, 0.701960784f, 0.695196078f, 0.7f };
float mRoofColor[] = { 0.81f, 0.80f, 0.79f, 0.7f }; float mRoofColor[] = { 0.895f, 0.89f, 0.88f, 0.9f };
boolean debug = false; boolean debug = false;
@Override @Override
@ -156,7 +156,7 @@ public class BuildingOverlay2 extends RenderOverlay {
return; return;
} }
int drawCount = 20; int drawCount = 0;
// draw to depth buffer // draw to depth buffer
MapTile[] tiles = mTileSet.tiles; MapTile[] tiles = mTileSet.tiles;
for (int i = 0; i < mTileSet.cnt; i++) { for (int i = 0; i < mTileSet.cnt; i++) {
@ -169,27 +169,27 @@ public class BuildingOverlay2 extends RenderOverlay {
continue; continue;
if (first) { if (first) {
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(buildingProgram); GLES20.glUseProgram(buildingProgram);
GLRenderer.enableVertexArrays(hBuildingVertexPosition, -1); GLRenderer.enableVertexArrays(hBuildingVertexPosition, -1);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glEnable(GLES20.GL_CULL_FACE);
GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL); GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
//GLES20.glCullFace(GLES20.GL_CW); GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthMask(true);
GLES20.glDepthFunc(GLES20.GL_LESS); GLES20.glDepthFunc(GLES20.GL_LESS);
GLES20.glUniform1i(hBuildingMode, 0); GLES20.glDepthMask(true);
GLES20.glColorMask(false, false, false, false); GLES20.glColorMask(false, false, false, false);
GLES20.glUniform1i(hBuildingMode, 0);
first = false; first = false;
} }
GLES20.glPolygonOffset(0, drawCount--); GLES20.glPolygonOffset(0, drawCount += 10);
// seems there are not infinite offset units possible // seems there are not infinite offset units possible
// this should suffice for at least two rows, i.e. // this should suffice for at least two rows, i.e.
// having not two neighbours with the same depth // having not two neighbours with the same depth
if (drawCount == 0) if (drawCount == 100)
drawCount = 20; drawCount = 0;
setMatrix(pos, mv, proj, tiles[i], 1); setMatrix(pos, mv, proj, tiles[i], 1);
GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0); GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0);
@ -209,10 +209,13 @@ public class BuildingOverlay2 extends RenderOverlay {
// enable color buffer, use depth mask // enable color buffer, use depth mask
GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition); GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition);
GLES20.glColorMask(true, true, true, true); GLES20.glColorMask(true, true, true, true);
GLES20.glDepthMask(false); //GLES20.glDepthMask(false);
GLES20.glDepthFunc(GLES20.GL_EQUAL); GLES20.glDepthFunc(GLES20.GL_EQUAL);
//GLES20.glDepthFunc(GLES20.GL_EQUAL);
drawCount = 20; drawCount = 0;
//GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
//GLES20.glPolygonOffset(0, -2);
for (int i = 0; i < mTileSet.cnt; i++) { for (int i = 0; i < mTileSet.cnt; i++) {
if (!tiles[i].isVisible || tiles[i].layers == null if (!tiles[i].isVisible || tiles[i].layers == null
@ -223,9 +226,9 @@ public class BuildingOverlay2 extends RenderOverlay {
if (!el.compiled) if (!el.compiled)
continue; continue;
GLES20.glPolygonOffset(0, drawCount--); GLES20.glPolygonOffset(0, drawCount += 10);
if (drawCount == 0) if (drawCount == 100)
drawCount = 20; drawCount = 0;
setMatrix(pos, mv, proj, tiles[i], 1); setMatrix(pos, mv, proj, tiles[i], 1);
GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0); GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0);
@ -233,6 +236,7 @@ public class BuildingOverlay2 extends RenderOverlay {
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, el.mVertexBufferID); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, el.mVertexBufferID);
//GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition);
GLES20.glVertexAttribPointer(hBuildingVertexPosition, 3, GLES20.glVertexAttribPointer(hBuildingVertexPosition, 3,
GLES20.GL_SHORT, false, 8, 0); GLES20.GL_SHORT, false, 8, 0);
@ -262,7 +266,18 @@ public class BuildingOverlay2 extends RenderOverlay {
GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1], GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1],
GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2); GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2);
GlUtils.checkGlError("..."); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GlUtils.checkGlError(".1.");
// GLRenderer.enableVertexArrays(hBuildingVertexPosition, -1);
// GLES20.glVertexAttribPointer(hBuildingVertexPosition, 3,
// GLES20.GL_SHORT, false, 16, 8);
//
// GLES20.glUniform1i(hBuildingMode, 0);
// GLES20.glUniform4f(hBuildingColor, 1.0f, 0.5f, 0.5f, 0.9f);
// GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, 10);
//
// GlUtils.checkGlError(".2.");
} }
if (!first) { if (!first) {

View File

@ -1,5 +1,5 @@
/* /*
* Copyright 2010, 2011, 2012 mapsforge.org * Copyright 2012, 2013 OpenScienceMap
* *
* This program is free software: you can redistribute it and/or modify it under the * 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 * terms of the GNU Lesser General Public License as published by the Free Software
@ -17,8 +17,7 @@ package org.oscim.utils;
import android.graphics.Point; import android.graphics.Point;
/** /**
* * @author Hannes Janetzek
*
*/ */
public final class GeometryUtils { public final class GeometryUtils {
/** /**

View File

@ -1,5 +1,5 @@
/* /*
* Copyright 2012 Hannes Janetzek * Copyright 2012, 2013 OpenScienceMap
* *
* This program is free software: you can redistribute it and/or modify it under the * 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 * terms of the GNU Lesser General Public License as published by the Free Software
@ -16,31 +16,37 @@ package org.oscim.utils;
import android.graphics.Point; import android.graphics.Point;
// from http://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm /**
* @author Hannes Janetzek
* taken from http://en.wikipedia.org/wiki/Cohen%E2%80%93
* Sutherland_algorithm
*/
public class LineClipper { public class LineClipper {
private static final int INSIDE = 0; // 0000 public static final int INSIDE = 0; // 0000
private static int LEFT = 1; // 0001 public static final int LEFT = 1; // 0001
private static int RIGHT = 2; // 0010 public static final int RIGHT = 2; // 0010
private static int BOTTOM = 4; // 0100 public static final int BOTTOM = 4; // 0100
private static int TOP = 8; // 1000 public static final int TOP = 8; // 1000
// Compute the bit code for a point (x, y) using the clip rectangle // Compute the bit code for a point (x, y) using the clip rectangle
// bounded diagonally by (xmin, ymin), and (xmax, ymax) // bounded diagonally by (xmin, ymin), and (xmax, ymax)
private int xmin, xmax, ymin, ymax; private int xmin, xmax, ymin, ymax;
public boolean clip(Point p1, Point p2, int minx, int miny, int maxx, int maxy) { public LineClipper(int minx, int miny, int maxx, int maxy) {
this.xmin = minx; this.xmin = minx;
this.ymin = miny; this.ymin = miny;
this.xmax = maxx; this.xmax = maxx;
this.ymax = maxy; this.ymax = maxy;
return cohenSutherlandLineClip(p1.x, p1.y, p2.x, p2.y);
} }
private int outCode(int x, int y) { public boolean clip(Point p1, Point p2) {
return clip(p1.x, p1.y, p2.x, p2.y);
}
public int outCode(int x, int y) {
int code; int code;
code = INSIDE; // initialised as being inside of clip window code = INSIDE; // initialised as being inside of clip window
@ -60,7 +66,7 @@ public class LineClipper {
// CohenSutherland clipping algorithm clips a line from // CohenSutherland clipping algorithm clips a line from
// P0 = (x0, y0) to P1 = (x1, y1) against a rectangle with // P0 = (x0, y0) to P1 = (x1, y1) against a rectangle with
// diagonal from (xmin, ymin) to (xmax, ymax). // diagonal from (xmin, ymin) to (xmax, ymax).
private boolean cohenSutherlandLineClip(int x0, int y0, int x1, int y1) { public boolean clip(int x0, int y0, int x1, int y1) {
// compute outcodes for P0, P1, and whatever point lies outside the clip rectangle // compute outcodes for P0, P1, and whatever point lies outside the clip rectangle
int outcode0 = outCode(x0, y0); int outcode0 = outCode(x0, y0);
int outcode1 = outCode(x1, y1); int outcode1 = outCode(x1, y1);