vtm/src/org/oscim/renderer/sublayers/PolygonRenderer.java
2013-10-09 01:56:07 +02:00

509 lines
14 KiB
Java

/*
* Copyright 2012 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General 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 License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer.sublayers;
import static android.opengl.GLES20.GL_ALWAYS;
import static android.opengl.GLES20.GL_EQUAL;
import static android.opengl.GLES20.GL_INVERT;
import static android.opengl.GLES20.GL_SHORT;
import static android.opengl.GLES20.GL_TRIANGLE_FAN;
import static android.opengl.GLES20.GL_TRIANGLE_STRIP;
import static android.opengl.GLES20.glColorMask;
import static android.opengl.GLES20.glDepthMask;
import static android.opengl.GLES20.glDrawArrays;
import static android.opengl.GLES20.glGetAttribLocation;
import static android.opengl.GLES20.glGetUniformLocation;
import static android.opengl.GLES20.glStencilFunc;
import static android.opengl.GLES20.glStencilMask;
import static android.opengl.GLES20.glStencilOp;
import static android.opengl.GLES20.glUniform4fv;
import static android.opengl.GLES20.glVertexAttribPointer;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import org.oscim.core.MapPosition;
import org.oscim.renderer.GLRenderer;
import org.oscim.renderer.GLRenderer.Matrices;
import org.oscim.renderer.GLState;
import org.oscim.theme.renderinstruction.Area;
import org.oscim.theme.renderinstruction.BitmapUtils;
import org.oscim.utils.FastMath;
import org.oscim.utils.GlUtils;
import org.oscim.utils.Matrix4;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLUtils;
/**
* Special Renderer for drawing tile polygon layers
*/
public final class PolygonRenderer {
private static final String TAG = PolygonRenderer.class.getName();
private static final int POLYGON_VERTICES_DATA_POS_OFFSET = 0;
private static final int STENCIL_BITS = 8;
private final static int CLIP_BIT = 0x80;
private static final float FADE_START = 1.3f;
private static PolygonLayer[] mFillPolys;
private static boolean enableTexture = false;
private static int numShaders = 2;
private static int polyShader = 0;
private static int texShader = 1;
private static int[] polygonProgram = new int[numShaders];
private static int[] hPolygonVertexPosition = new int[numShaders];
private static int[] hPolygonMatrix = new int[numShaders];
private static int[] hPolygonColor = new int[numShaders];
private static int[] hPolygonScale = new int[numShaders];
private static int mTexWater;
private static int mTexWood;
private static int mTexGrass;
static boolean init() {
for (int i = 0; i < numShaders; i++) {
// Set up the program for rendering polygons
if (i == 0) {
if (GLRenderer.debugView)
polygonProgram[i] = GlUtils.createProgram(polygonVertexShaderZ,
polygonFragmentShaderZ);
else
polygonProgram[i] = GlUtils.createProgram(polygonVertexShader,
polygonFragmentShader);
} else if (i == 1) {
polygonProgram[i] = GlUtils.createProgram(textureVertexShader,
textureFragmentShader);
}
if (polygonProgram[i] == 0) {
// Log.e(TAG, "Could not create polygon program.");
return false;
}
hPolygonMatrix[i] = glGetUniformLocation(polygonProgram[i], "u_mvp");
hPolygonColor[i] = glGetUniformLocation(polygonProgram[i], "u_color");
hPolygonScale[i] = glGetUniformLocation(polygonProgram[i], "u_scale");
hPolygonVertexPosition[i] = glGetAttribLocation(polygonProgram[i], "a_pos");
}
mFillPolys = new PolygonLayer[STENCIL_BITS];
if (enableTexture) {
mTexWood = loadSprite("jar:grass3.png");
mTexWater = loadSprite("jar:water2.png");
mTexGrass = loadSprite("jar:grass2.png");
}
return true;
}
private static int loadSprite(String name) {
int[] textures = new int[1];
try {
Bitmap b = BitmapUtils.createBitmap(name);
GLES20.glGenTextures(1, textures, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
GlUtils.setTextureParameter(GLES20.GL_LINEAR, GLES20.GL_LINEAR,
GLES20.GL_REPEAT, GLES20.GL_REPEAT);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, b, 0);
} catch (IOException e) {
e.printStackTrace();
}
return textures[0];
}
private static void fillPolygons(Matrices m, int start, int end, int zoom, float scale,
float div) {
/* draw to framebuffer */
glColorMask(true, true, true, true);
/* do not modify stencil buffer */
glStencilMask(0x00);
int shader = polyShader;
for (int c = start; c < end; c++) {
Area a = mFillPolys[c].area;
if (enableTexture && (a.color == 0xFFAFC5E3
|| a.color == 0xffd1dbc7
|| a.color == 0xffa3ca7b)) {
shader = texShader;
setShader(texShader, m);
GLES20.glUniform2f(hPolygonScale[1], FastMath.clamp(scale - 1, 0, 1), div);
if (a.color == 0xFFAFC5E3)
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexWater);
else if (a.color == 0xffd1dbc7)
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexWood);
else
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexGrass);
} else if (a.fade >= zoom) {
float f = 1.0f;
/* fade in/out */
if (a.fade >= zoom) {
if (scale > FADE_START)
f = scale - 1;
else
f = FADE_START - 1;
}
GLState.blend(true);
GlUtils.setColor(hPolygonColor[shader], a.color, f);
} else if (a.blend > 0 && a.blend <= zoom) {
/* blend colors (not alpha) */
GLState.blend(false);
if (a.blend == zoom)
GlUtils.setColorBlend(hPolygonColor[shader],
a.color, a.blendColor, scale - 1.0f);
else
GlUtils.setColor(hPolygonColor[shader], a.blendColor, 1);
} else {
if (a.color < 0xff000000)
GLState.blend(true);
else
GLState.blend(false);
GlUtils.setColor(hPolygonColor[shader], a.color, 1);
}
// set stencil buffer mask used to draw this layer
// also check that clip bit is set to avoid overdraw
// of other tiles
glStencilFunc(GL_EQUAL, 0xff, CLIP_BIT | 1 << c);
/* draw tile fill coordinates */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (shader != polyShader) {
setShader(polyShader, m);
shader = polyShader;
}
}
}
// current layer to fill (0 - STENCIL_BITS-1)
private static int mCount;
private static void setShader(int shader, Matrices m) {
//if (
GLState.useProgram(polygonProgram[shader]);
// ) {
GLState.enableVertexArrays(hPolygonVertexPosition[shader], -1);
glVertexAttribPointer(hPolygonVertexPosition[shader], 2, GL_SHORT,
false, 0, POLYGON_VERTICES_DATA_POS_OFFSET);
m.mvp.setAsUniform(hPolygonMatrix[shader]);
//}
}
/**
* draw polygon layers (unil layer.next is not polygon layer)
* using stencil buffer method
*
* @param pos
* used to fade layers accorind to 'fade'
* in layer.area.
* @param layer
* layer to draw (referencing vertices in current vbo)
* @param m
* current Matrices
* @param first
* pass true to clear stencil buffer region
* @param div
* scale relative to 'base scale' of the tile
* @param clip
* clip to first quad in current vbo
* @return
* next layer
*/
public static Layer draw(MapPosition pos, Layer layer,
Matrices m, boolean first, float div, boolean clip) {
GLState.test(false, true);
setShader(polyShader, m);
int zoom = pos.zoomLevel;
float scale = (float) pos.getZoomScale();
int cur = mCount;
// reset start when only one layer left in stencil buffer
if (first || cur > 5)
cur = 0;
int start = cur;
Layer l = layer;
for (; l != null && l.type == Layer.POLYGON; l = l.next) {
PolygonLayer pl = (PolygonLayer) l;
// fade out polygon layers (set in RenderTheme)
if (pl.area.fade > 0 && pl.area.fade > zoom)
continue;
if (cur == start) {
drawStencilRegion(first);
first = false;
// op for stencil method polygon drawing
glStencilOp(GLES20.GL_KEEP, GLES20.GL_KEEP, GL_INVERT);
}
mFillPolys[cur] = pl;
// set stencil mask to draw to
glStencilMask(1 << cur++);
glDrawArrays(GL_TRIANGLE_FAN, l.offset, l.verticesCnt);
// draw up to 7 layers into stencil buffer
if (cur == STENCIL_BITS - 1) {
fillPolygons(m, start, cur, zoom, scale, div);
start = cur = 0;
}
}
if (cur > 0)
fillPolygons(m, start, cur, zoom, scale, div);
if (clip) {
if (first) {
drawStencilRegion(first);
// disable writes to stencil buffer
glStencilMask(0x00);
// enable writes to color buffer
glColorMask(true, true, true, true);
} else {
// set test for clip to tile region
glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
}
mCount = cur;
return l;
}
/**
* Draw a tile filling rectangle to set stencil- and depth buffer
* appropriately
*
* @param first in the first run the clip region is set based on
* depth buffer and depth buffer is updated
*/
static void drawStencilRegion(boolean first) {
// if (!first) {
// glStencilMask(0x7F);
// GLES20.glClear(GLES20.GL_STENCIL_BUFFER_BIT);
// // disable drawing to color buffer
// glColorMask(false, false, false, false);
// glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
// }
// disable drawing to color buffer
glColorMask(false, false, false, false);
// write to all stencil bits
glStencilMask(0xFF);
if (first) {
// clear previous clip-region from stencil buffer
//GLES20.glClear(GLES20.GL_STENCIL_BUFFER_BIT);
// Draw clip-region into depth and stencil buffer
// this is used for tile line and polygon layers.
// Depth offset is increased for each tile. Together
// with depth test (GL_LESS) this ensures to only
// draw where no other tile has drawn yet.
GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
// test GL_LESS and write to depth buffer
GLState.test(true, true);
glDepthMask(true);
// always pass stencil test and set clip bit
glStencilFunc(GL_ALWAYS, CLIP_BIT, 0x00);
} else {
// use clip bit from stencil buffer
// to clear stencil 'layer-bits' (0x7f)
glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
// set clip bit (0x80) for draw region
glStencilOp(GLES20.GL_KEEP, GLES20.GL_KEEP, GLES20.GL_REPLACE);
// draw a quad for the tile region
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (first) {
// dont modify depth buffer
glDepthMask(false);
// test only stencil
GLState.test(false, true);
GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL);
glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
}
}
public static void drawOver(Matrices m, boolean drawColor, int color) {
setShader(polyShader, m);
/*
* clear stencilbuffer (tile region) by drawing
* a quad with func 'always' and op 'zero'
*/
if (drawColor) {
GlUtils.setColor(hPolygonColor[0], color, 1);
GLState.blend(true);
} else {
// disable drawing to framebuffer (will be re-enabled in fill)
glColorMask(false, false, false, false);
}
// always pass stencil test:
//glStencilFunc(GL_ALWAYS, 0x00, 0x00);
glStencilFunc(GL_EQUAL, CLIP_BIT, CLIP_BIT);
// write to all bits
glStencilMask(0xFF);
// zero out area to draw to
glStencilOp(GLES20.GL_KEEP, GLES20.GL_KEEP, GLES20.GL_ZERO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (!drawColor)
glColorMask(true, true, true, true);
}
private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f };
private static float[] debugFillColor2 = { .8f, .8f, .8f, .8f };
private static FloatBuffer mDebugFill;
static void debugDraw(Matrix4 m, float[] coords, int color) {
GLState.test(false, false);
if (mDebugFill == null) {
mDebugFill = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder())
.asFloatBuffer();
mDebugFill.put(coords);
}
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
mDebugFill.position(0);
GLState.useProgram(polygonProgram[0]);
GLES20.glEnableVertexAttribArray(hPolygonVertexPosition[0]);
glVertexAttribPointer(hPolygonVertexPosition[0], 2, GLES20.GL_FLOAT,
false, 0, mDebugFill);
m.setAsUniform(hPolygonMatrix[0]);
if (color == 0)
glUniform4fv(hPolygonColor[0], 1, debugFillColor, 0);
else
glUniform4fv(hPolygonColor[0], 1, debugFillColor2, 0);
glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GlUtils.checkGlError("draw debug");
}
private final static String polygonVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_pos;"
+ "void main() {"
+ " gl_Position = u_mvp * a_pos;"
+ "}";
private final static String polygonFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "void main() {"
+ " gl_FragColor = u_color;"
+ "}";
private final static String polygonVertexShaderZ = ""
+ "precision highp float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_pos;"
+ "varying float z;"
+ "void main() {"
+ " gl_Position = u_mvp * a_pos;"
+ " z = gl_Position.z;"
+ "}";
private final static String polygonFragmentShaderZ = ""
+ "precision highp float;"
+ "uniform vec4 u_color;"
+ "varying float z;"
+ "void main() {"
+ "if (z < -1.0)"
+ " gl_FragColor = vec4(0.0, z + 2.0, 0.0, 1.0)*0.8;"
+ "else if (z < 0.0)"
+ " gl_FragColor = vec4(z + 1.0, 0.0, 0.0, 1.0)*0.8;"
+ "else if (z < 1.0)"
+ " gl_FragColor = vec4(0.0, 0.0, z, 1.0)*0.8;"
+ "else"
+ " gl_FragColor = vec4(0.0, z - 1.0, 0.0, 1.0)*0.8;"
+ "}";
private final static String textureVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec2 u_scale;"
+ "attribute vec4 a_pos;"
+ "varying vec2 v_st;"
+ "varying vec2 v_st2;"
+ "void main() {"
+ " v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);"
+ " v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);"
+ " gl_Position = u_mvp * a_pos;"
+ "}";
private final static String textureFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "uniform sampler2D tex;"
+ "uniform vec2 u_scale;"
+ "varying vec2 v_st;"
+ "varying vec2 v_st2;"
+ "void main() {"
+ " gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x);"
+ "}";
}