add custom test layer

This commit is contained in:
Hannes Janetzek 2013-06-07 17:18:58 +02:00
parent ed329aac52
commit e83425580d

@ -0,0 +1,192 @@
/*
* Copyright 2013 Hannes Janetzek.org
*
* 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.layers;
import java.nio.FloatBuffer;
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.utils.GlUtils;
import org.oscim.view.MapView;
import android.graphics.Color;
import android.opengl.GLES20;
/*
* This is an example how to integrate custom OpenGL drawing routines as map overlay
*
* based on chapter 2 from:
* https://github.com/dalinaum/opengl-es-book-samples/tree/master/Android
* */
public class CustomRenderLayer2 extends RenderLayer {
private int mProgramObject;
private int hVertexPosition;
private int hMatrixPosition;
private int hColorPosition;
private int hCenterPosition;
//private FloatBuffer mVertices;
private boolean mInitialized;
private BufferObject mVBO;
public CustomRenderLayer2(MapView mapView) {
super(mapView);
}
int mZoom = -1;
float mCellScale = 100 * GLRenderer.COORD_SCALE;
@Override
public void update(MapPosition pos, boolean changed, Matrices matrices) {
if (!mInitialized) {
if (!init())
return;
mInitialized = true;
// tell GLRender to call 'compile' when data has changed
newData = true;
// fix current MapPosition
mMapPosition.setPosition(53.1, 8.8);
mMapPosition.setZoomLevel(14);
}
// if (mZoom != pos.zoomLevel){
// mMapPosition.copy(pos);
// mZoom = pos.zoomLevel;
// }
}
@Override
public void compile() {
float[] vertices = new float[12];
for (int i = 0; i < 6; i++){
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);
buf.put(vertices);
buf.flip();
mVBO = BufferObject.get(0);
mVBO.loadBufferData(buf, 12*4, GLES20.GL_ARRAY_BUFFER);
newData = false;
// tell GLRender to call 'render'
isReady = true;
}
@Override
public void render(MapPosition pos, Matrices m) {
// Use the program object
GLState.useProgram(mProgramObject);
GLState.blend(true);
GLState.test(false, false);
// bind VBO data
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVBO.id);
// set VBO vertex layout
GLES20.glVertexAttribPointer(hVertexPosition, 2, GLES20.GL_FLOAT, false, 0, 0);
GLState.enableVertexArrays(hVertexPosition, -1);
/* apply view and projection matrices */
// set mvp (tmp) matrix relative to mMapPosition
// i.e. fixed on the map
setMatrix(pos, m);
m.mvp.setAsUniform(hMatrixPosition);
int offset_x = 4;
int offset_y = 12;
for (int x = -offset_x; x <= offset_x; x++){
for (int y = -offset_y; y <= offset_y; y++){
int xx = x * 2;
if (y % 2 == 0)
xx -= 1;
float yy = y * (float)Math.sqrt(3)/2;
GLES20.glUniform2f(hCenterPosition, xx * (mCellScale * 1.5f), yy * mCellScale);
float alpha = (float)Math.sqrt(xx * xx + yy * yy)/10;
GlUtils.setColor(hColorPosition, Color.BLACK, alpha);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 6);
GlUtils.setColor(hColorPosition, Color.RED, alpha*2);
GLES20.glDrawArrays(GLES20.GL_LINE_LOOP, 0, 6);
}
}
GlUtils.checkGlError("...");
}
private boolean init() {
// Load the vertex/fragment shaders
int programObject = GlUtils.createProgram(vShaderStr, fShaderStr);
if (programObject == 0)
return false;
// Handle for vertex position in shader
hVertexPosition = GLES20.glGetAttribLocation(programObject, "a_pos");
hMatrixPosition = GLES20.glGetUniformLocation(programObject, "u_mvp");
hColorPosition = GLES20.glGetUniformLocation(programObject, "u_color");
hCenterPosition = GLES20.glGetUniformLocation(programObject, "u_center");
// Store the program object
mProgramObject = programObject;
return true;
}
private final static String vShaderStr =
"precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec2 u_center;"
+ "attribute vec2 a_pos;"
+ "void main()"
+ "{"
+ " gl_Position = u_mvp * vec4(u_center + a_pos, 0.0, 1.0);"
+ "}";
private final static String fShaderStr =
"precision mediump float;"
+ "varying float alpha;"
+ "uniform vec4 u_color;"
+ "void main()"
+ "{"
+ " gl_FragColor = u_color;"
+ "}";
}