- add building roof outlines
- create extrusion vertices and indices in one loop
This commit is contained in:
parent
c01252f249
commit
d5ba228fe5
@ -39,13 +39,13 @@ public class ExtrusionLayer extends Layer {
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private VertexPoolItem mIndices[], mCurIndices[];
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private LineClipper mClipper;
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public int mIndiceCnt[] = { 0, 0, 0 };
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public int mIndiceCnt[] = { 0, 0, 0, 0 };
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public int mIndicesBufferID;
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public int mVertexBufferID;
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public int mNumIndices = 0;
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private final static int IND_EVEN_SIDE = 0;
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private final static int IND_ODD_SIDE = 1;
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//private final static int IND_EVEN_SIDE = 0;
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//private final static int IND_ODD_SIDE = 1;
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private final static int IND_ROOF = 2;
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private final static int IND_OUTLINE = 3;
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@ -187,31 +187,38 @@ public class ExtrusionLayer extends Layer {
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float nx = points[pos + 0];
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float ny = points[pos + 1];
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// vector to next point
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float vx = nx - cx;
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float vy = ny - cy;
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float ca = (float) Math.sqrt(vx * vx + vy * vy);
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float ux = vx;
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float uy = vy;
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// vector from previous point
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float ux, uy;
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float ca = (float) Math.sqrt(vx * vx + vy * vy);
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float vlight = vx > 0 ? (vx / ca) : -(vx / ca) - 0.1f;
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short color1 = (short) (200 + (50 * vlight));
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short fcolor = color1;
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short color2 = 0;
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boolean even = true;
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int even = 0;
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int changeX = 0;
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int changeY = 0;
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// vertex offset for all vertices in layer
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int vOffset = mNumVertices;
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short[] vertices = mCurVertices.vertices;
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int v = mCurVertices.used;
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for (int i = 2; i < len + 2; i += 2, v += 8) {
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for (int i = 2, n = vertexCnt + 2; i < n; i += 2, v += 8) {
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/* add bottom and top vertex for each point */
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cx = nx;
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cy = ny;
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ux = vx;
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uy = vy;
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if (v == VertexPoolItem.SIZE) {
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mCurVertices.used = VertexPoolItem.SIZE;
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mCurVertices.next = VertexPool.get();
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@ -232,28 +239,35 @@ public class ExtrusionLayer extends Layer {
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if (i < len) {
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nx = points[pos + i + 0];
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ny = points[pos + i + 1];
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} else {
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} else if (i == len) {
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nx = points[pos + 0];
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ny = points[pos + 1];
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//color2 = fcolor;
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} else { // if (addFace)
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short c = (short) (color1 | fcolor << 8);
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vertices[v + 3] = vertices[v + 7] = c;
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v += 8;
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break;
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}
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// vector to next point
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vx = nx - cx;
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vy = ny - cy;
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ca = (float) Math.sqrt(vx * vx + vy * vy);
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ca = (float) Math.sqrt(vx * vx + vy * vy);
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vlight = vx > 0 ? (vx / ca) : -(vx / ca) - 0.1f;
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color2 = (short) (200 + (50 * vlight));
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short c;
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if (even)
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if (even == 0)
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c = (short) (color1 | color2 << 8);
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else
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c = (short) (color2 | color1 << 8);
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// set lighting (direction)
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vertices[v + 3] = vertices[v + 7] = c;
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color1 = color2;
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// check if polygon is convex
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if (convex) {
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// TODO simple polys with only one concave arc
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// could be handled without special triangulation
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@ -267,112 +281,58 @@ public class ExtrusionLayer extends Layer {
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convex = false;
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}
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ux = vx;
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uy = vy;
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color1 = color2;
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even = !even;
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}
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if (addFace) {
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if (v == VertexPoolItem.SIZE) {
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mCurVertices.used = VertexPoolItem.SIZE;
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mCurVertices.next = VertexPool.get();
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mCurVertices = mCurVertices.next;
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vertices = mCurVertices.vertices;
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v = 0;
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}
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cx = points[pos + 0];
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cy = points[pos + 1];
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vertices[v + 0] = vertices[v + 4] = (short) (cx * S);
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vertices[v + 1] = vertices[v + 5] = (short) (cy * S);
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vertices[v + 2] = 0;
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vertices[v + 6] = h;
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short c = (short) (color1 | fcolor << 8);
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vertices[v + 3] = vertices[v + 7] = c;
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v += 8;
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}
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mCurVertices.used = v;
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// fill ZigZagQuadIndices(tm) and outline indices
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for (int j = 0; j < 2; j++) {
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short[] indices = mCurIndices[j].vertices;
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// index id relative to mCurIndices
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int i = mCurIndices[j].used;
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// vertex id
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v = mNumVertices + (j * 2);
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int ppos = pos + (j * 2);
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for (int k = j * 2; k < len; k += 4, ppos += 4) {
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boolean accept;
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if (k + 2 < len) {
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accept = mClipper.clip(
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(int) points[ppos],
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(int) points[ppos + 1],
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(int) points[ppos + 2],
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(int) points[ppos + 3]);
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} else {
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accept = mClipper.clip(
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(int) points[ppos],
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(int) points[ppos + 1],
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(int) points[pos + 0],
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(int) points[pos + 1]);
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}
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if (!accept) {
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// Log.d(TAG, "omit line: "
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// + points[ppos] + ":" + points[ppos + 1] + " "
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// + points[ppos + 2] + ":" + points[ppos + 3]);
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v += 4;
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// check if face is within tile
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if (!mClipper.clip((int) cx, (int) cy, (int) nx, (int) ny)) {
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even = (even + 1) % 2;
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continue;
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}
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short s0 = (short) (v++);
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short s1 = (short) (v++);
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short s2 = (short) (v++);
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short s3 = (short) (v++);
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// add ZigZagQuadIndices(tm) for sides
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short[] indices = mCurIndices[even].vertices;
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// index id relative to mCurIndices item
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int ind = mCurIndices[even].used;
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short vert = (short) (vOffset + (i - 2));
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short s0 = vert++;
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short s1 = vert++;
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short s2 = vert++;
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short s3 = vert++;
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if (i == VertexPoolItem.SIZE) {
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mCurIndices[j].used = VertexPoolItem.SIZE;
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mCurIndices[j].next = VertexPool.get();
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mCurIndices[j] = mCurIndices[j].next;
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indices = mCurIndices[j].vertices;
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i = 0;
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if (ind == VertexPoolItem.SIZE) {
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//mCurIndices[even].used = VertexPoolItem.SIZE;
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mCurIndices[even].next = VertexPool.get();
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mCurIndices[even] = mCurIndices[even].next;
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indices = mCurIndices[even].vertices;
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ind = 0;
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}
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if (k + 2 == len) {
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// connect last to first (when number of faces is even)
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if (!addFace) {
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//Log.d(TAG, "connect last " + vertexCnt + " " + len);
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if (!addFace && i == len) {
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s2 -= len;
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s3 -= len;
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}
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indices[ind + 0] = s0;
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indices[ind + 1] = s1;
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indices[ind + 2] = s2;
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indices[ind + 3] = s1;
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indices[ind + 4] = s3;
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indices[ind + 5] = s2;
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mCurIndices[even].used += 6;
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even = (even + 1) % 2;
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// add outline indices
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VertexPoolItem it = mCurIndices[IND_OUTLINE];
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if (it.used == VertexPoolItem.SIZE) {
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it.next = VertexPool.get();
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it = mCurIndices[IND_OUTLINE] = it.next;
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}
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it.vertices[it.used++] = s1;
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it.vertices[it.used++] = s3;
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}
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indices[i++] = s0;
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indices[i++] = s1;
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indices[i++] = s2;
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indices[i++] = s1;
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indices[i++] = s3;
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indices[i++] = s2;
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//System.out.println(" i:" + (mNumIndices + (k * 6))
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// + "\t(" + s0 + "," + s1 + "," + s2
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// + ")\t(" + s1 + "," + s3 + "," + s2 + ")");
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// outline[cOut++] = s1;
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// outline[cOut++] = s3;
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}
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mCurIndices[j].used = i;
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}
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mCurVertices.used = v;
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mNumVertices += vertexCnt;
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return convex;
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@ -391,33 +351,24 @@ public class ExtrusionLayer extends Layer {
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// upload indices
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sbuf.clear();
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for (int i = 0; i < 3; i++) {
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mNumIndices = 0;
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for (int i = 0; i < 4; i++) {
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for (VertexPoolItem vi = mIndices[i]; vi != null; vi = vi.next) {
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//System.out.println("put indices: " + vi.used + " " + mNumIndices);
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sbuf.put(vi.vertices, 0, vi.used);
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mIndiceCnt[i] += vi.used;
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}
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mNumIndices += mIndiceCnt[i];
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}
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// Log.d(TAG,"put indices: " + mNumIndices + "=="
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// + (mIndiceCnt[0] + mIndiceCnt[1] + mIndiceCnt[2])
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// + " " + mIndiceCnt[0] + " " + mIndiceCnt[1] + " " + mIndiceCnt[2]);
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mNumIndices = mIndiceCnt[0] + mIndiceCnt[1] + mIndiceCnt[2];
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sbuf.flip();
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferID);
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GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
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mNumIndices * 2, sbuf, GLES20.GL_DYNAMIC_DRAW);
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sbuf.clear();
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// upload vertices
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for (VertexPoolItem vi = mVertices; vi != null; vi = vi.next) {
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//System.out.println("put vertices: " + vi.used + " " + mNumVertices);
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sbuf.clear();
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for (VertexPoolItem vi = mVertices; vi != null; vi = vi.next)
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sbuf.put(vi.vertices, 0, vi.used);
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}
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sbuf.flip();
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVertexBufferID);
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@ -150,13 +150,22 @@ public class BuildingOverlay2 extends RenderOverlay {
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GLES20.glVertexAttribPointer(hBuildingLightPosition, 2,
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GLES20.GL_UNSIGNED_BYTE, false, 8, 6);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mNumIndices,
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GLES20.glUniform4f(hBuildingColor, 0.6f, 0.6f, 0.6f, 0.8f);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]),
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GLES20.GL_UNSIGNED_SHORT, 0);
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GLES20.glUniform1i(hBuildingMode, 0);
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GLES20.glUniform4f(hBuildingColor, 1.0f, 0.5f, 0.5f, 0.9f);
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GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
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GLES20.GL_UNSIGNED_SHORT,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);
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}
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return;
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}
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int drawCount = 0;
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//int drawCount = 2;
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// draw to depth buffer
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MapTile[] tiles = mTileSet.tiles;
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for (int i = 0; i < mTileSet.cnt; i++) {
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@ -183,13 +192,14 @@ public class BuildingOverlay2 extends RenderOverlay {
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GLES20.glUniform1i(hBuildingMode, 0);
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first = false;
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}
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GLES20.glPolygonOffset(1, 10);
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GLES20.glPolygonOffset(0, drawCount += 10);
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// seems there are not infinite offset units possible
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// this should suffice for at least two rows, i.e.
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// having not two neighbours with the same depth
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if (drawCount == 100)
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drawCount = 0;
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// GLES20.glPolygonOffset(0, drawCount += 10);
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// // seems there are not infinite offset units possible
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// // this should suffice for at least two rows, i.e.
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// // having not two neighbours with the same depth
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// if (drawCount == 100)
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// drawCount = 0;
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setMatrix(pos, mv, proj, tiles[i], 1);
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GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0);
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@ -200,7 +210,8 @@ public class BuildingOverlay2 extends RenderOverlay {
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GLES20.glVertexAttribPointer(hBuildingVertexPosition, 3,
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GLES20.GL_SHORT, false, 8, 0);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mNumIndices,
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GLES20.glDrawElements(GLES20.GL_TRIANGLES,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]),
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GLES20.GL_UNSIGNED_SHORT, 0);
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}
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@ -209,12 +220,12 @@ public class BuildingOverlay2 extends RenderOverlay {
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// enable color buffer, use depth mask
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GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition);
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GLES20.glColorMask(true, true, true, true);
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//GLES20.glDepthMask(false);
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GLES20.glDepthFunc(GLES20.GL_EQUAL);
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GLES20.glDepthMask(false);
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GLES20.glDepthFunc(GLES20.GL_LEQUAL);
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//GLES20.glDepthFunc(GLES20.GL_EQUAL);
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drawCount = 0;
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//GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
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//drawCount = 0;
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GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL);
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//GLES20.glPolygonOffset(0, -2);
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for (int i = 0; i < mTileSet.cnt; i++) {
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@ -226,9 +237,9 @@ public class BuildingOverlay2 extends RenderOverlay {
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if (!el.compiled)
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continue;
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GLES20.glPolygonOffset(0, drawCount += 10);
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if (drawCount == 100)
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drawCount = 0;
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// GLES20.glPolygonOffset(0, drawCount += 10);
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// if (drawCount == 100)
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// drawCount = 0;
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setMatrix(pos, mv, proj, tiles[i], 1);
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GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0);
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@ -266,17 +277,13 @@ public class BuildingOverlay2 extends RenderOverlay {
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1],
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GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GlUtils.checkGlError(".1.");
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GLES20.glUniform1i(hBuildingMode, 0);
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GLES20.glUniform4f(hBuildingColor, 0.7f, 0.7f, 0.72f, 1.0f);
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GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
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GLES20.GL_UNSIGNED_SHORT,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);
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// GLRenderer.enableVertexArrays(hBuildingVertexPosition, -1);
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// GLES20.glVertexAttribPointer(hBuildingVertexPosition, 3,
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// GLES20.GL_SHORT, false, 16, 8);
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//
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// GLES20.glUniform1i(hBuildingMode, 0);
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// GLES20.glUniform4f(hBuildingColor, 1.0f, 0.5f, 0.5f, 0.9f);
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// GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, 10);
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//
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// GlUtils.checkGlError(".2.");
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}
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