/* * Copyright 2014 Hannes Janetzek * Copyright 2018 Gustl22 * * This file is part of the OpenScienceMap project (http://www.opensciencemap.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 . */ package org.oscim.test.gdx.poi3d; import com.badlogic.gdx.graphics.g3d.Environment; import com.badlogic.gdx.graphics.g3d.ModelBatch; import com.badlogic.gdx.graphics.g3d.ModelInstance; import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute; import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight; import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.utils.Array; import org.oscim.backend.GL; import org.oscim.core.Tile; import org.oscim.map.Map; import org.oscim.map.Viewport; import org.oscim.renderer.GLState; import org.oscim.renderer.GLViewport; import org.oscim.renderer.LayerRenderer; import org.oscim.utils.geom.GeometryUtils; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import static org.oscim.backend.GLAdapter.gl; /** * Gdx renderer for more complex 3D models. */ public class GdxRenderer3D2 extends LayerRenderer { static final Logger log = LoggerFactory.getLogger(GdxRenderer3D2.class); ModelBatch modelBatch; public MapCamera cam; Map mMap; boolean loading; public Environment lights; public Array instances = new Array<>(); public GdxRenderer3D2(Map map) { mMap = map; } @Override public boolean setup() { modelBatch = new ModelBatch(new DefaultShaderProvider()); lights = new Environment(); lights.add(new DirectionalLight().set(0.7f, 0.7f, 0.7f, 0, 1, -0.2f)); lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f)); cam = new MapCamera(mMap); return true; } @Override public synchronized void update(GLViewport v) { // if (loading && assets.update()) // doneLoading(); if (!isReady()) { cam.setPosition(v.pos); setReady(true); } // if (changed) { // cam.update(position, matrices); // } } Vector3 tempVector = new Vector3(); float[] mBox = new float[8]; @Override public void render(GLViewport v) { if (instances.size == 0) return; // GLUtils.checkGlError(">" + TAG); gl.depthMask(true); if (v.pos.zoomLevel < 17) gl.clear(GL.DEPTH_BUFFER_BIT); gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, 0); // set state that is expected after modelBatch.end(); // modelBatch keeps track of its own state GLState.enableVertexArrays(GLState.DISABLED, GLState.DISABLED); GLState.bindTex2D(GLState.DISABLED); GLState.useProgram(GLState.DISABLED); GLState.test(false, false); GLState.blend(false); // GL.cullFace(GL20.BACK); // GL.frontFace(GL20.CW); cam.update(v); long time = System.currentTimeMillis(); int cnt = 0; int rnd = 0; Viewport p = mMap.viewport(); p.getMapExtents(mBox, 10); float scale = (float) (cam.mMapPosition.scale / v.pos.scale); float dx = (float) (cam.mMapPosition.x - v.pos.x) * (Tile.SIZE << cam.mMapPosition.zoomLevel); float dy = (float) (cam.mMapPosition.y - v.pos.y) * (Tile.SIZE << cam.mMapPosition.zoomLevel); for (int i = 0; i < 8; i += 2) { mBox[i] *= scale; mBox[i] -= dx; mBox[i + 1] *= scale; mBox[i + 1] -= dy; } synchronized (this) { modelBatch.begin(cam); cnt = instances.size; for (ModelInstance instance : instances) { instance.transform.getTranslation(tempVector); tempVector.scl(0.9f, 0.9f, 1); if (!GeometryUtils.pointInPoly(tempVector.x, tempVector.y, mBox, 8, 0)) continue; modelBatch.render(instance, lights); rnd++; } modelBatch.end(); } log.debug(">>> " + (System.currentTimeMillis() - time) + " " + cnt + "/" + rnd); // GLUtils.checkGlError("<" + TAG); gl.depthMask(false); gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, 0); gl.bindBuffer(GL.ARRAY_BUFFER, 0); // GLState.bindTex2D(-1); // GLState.useProgram(-1); } // @Override // public void dispose () { // modelBatch.dispose(); // assets.dispose(); // assets = null; // axesModel.dispose(); // axesModel = null; // } }