vtm/src/org/mapsforge/android/glrenderer/PolygonLayers.java
Hannes Janetzek 7c95930ba3 - pack line texture coordinates in least significant bits of extrusion vector
- saving 4 bytes per vertex :)
- use premultiplied alpha,fixing issues on HTC and no reason no to use premul
- fix issue on HTC desire, went out-of-memory when setting buffer data to zero ?!
  - delete buffer and rereate instead
- use 565 color config for devices that prefer it (HTC...)
2013-10-09 01:17:34 +02:00

288 lines
7.7 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.mapsforge.android.glrenderer;
import static android.opengl.GLES20.GL_BLEND;
import static android.opengl.GLES20.GL_EQUAL;
import static android.opengl.GLES20.GL_INVERT;
import static android.opengl.GLES20.GL_STENCIL_TEST;
import static android.opengl.GLES20.GL_TRIANGLE_FAN;
import static android.opengl.GLES20.GL_TRIANGLE_STRIP;
import static android.opengl.GLES20.GL_ZERO;
import static android.opengl.GLES20.glColorMask;
import static android.opengl.GLES20.glDisable;
import static android.opengl.GLES20.glDrawArrays;
import static android.opengl.GLES20.glEnable;
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.glUniform4f;
import static android.opengl.GLES20.glUniform4fv;
import static android.opengl.GLES20.glUniformMatrix4fv;
import static android.opengl.GLES20.glUseProgram;
import static android.opengl.GLES20.glVertexAttribPointer;
import java.nio.ShortBuffer;
import org.mapsforge.android.utils.GlUtils;
import android.opengl.GLES20;
class PolygonLayers {
private static final int NUM_VERTEX_SHORTS = 2;
private static final int POLYGON_VERTICES_DATA_POS_OFFSET = 0;
private static int STENCIL_BITS = 8;
private static PolygonLayer[] mFillPolys;
private static int polygonProgram;
private static int hPolygonVertexPosition;
private static int hPolygonMatrix;
private static int hPolygonColor;
static boolean init() {
// Set up the program for rendering polygons
polygonProgram = GlUtils.createProgram(Shaders.polygonVertexShader,
Shaders.polygonFragmentShader);
if (polygonProgram == 0) {
// Log.e(TAG, "Could not create polygon program.");
return false;
}
hPolygonMatrix = glGetUniformLocation(polygonProgram, "mvp");
hPolygonVertexPosition = glGetAttribLocation(polygonProgram, "a_position");
hPolygonColor = glGetUniformLocation(polygonProgram, "u_color");
mFillPolys = new PolygonLayer[STENCIL_BITS];
return true;
}
private static void fillPolygons(int count, double zoom, float scale) {
boolean blend = false;
// draw to framebuffer
glColorMask(true, true, true, true);
// do not modify stencil buffer
glStencilMask(0);
glEnable(GLES20.GL_DEPTH_TEST);
for (int c = 0; c < count; c++) {
PolygonLayer l = mFillPolys[c];
float alpha = 1.0f;
if (l.area.fade >= zoom || l.area.color[3] != 1.0) {
// draw alpha blending, fade in/out
if (l.area.fade >= zoom) {
alpha = (scale > 1.3f ? scale : 1.3f) - alpha;
if (alpha > 1.0f)
alpha = 1.0f;
}
alpha *= l.area.color[3];
if (!blend) {
glEnable(GL_BLEND);
blend = true;
}
glUniform4f(hPolygonColor,
l.area.color[0] * alpha,
l.area.color[1] * alpha,
l.area.color[2] * alpha,
alpha);
} else if (l.area.blend == zoom) {
// fade in/out
alpha = scale - 1.0f;
if (alpha > 1.0f)
alpha = 1.0f;
else if (alpha < 0)
alpha = 0;
glUniform4f(hPolygonColor,
l.area.color[0] * (1 - alpha) + l.area.blendColor[0] * alpha,
l.area.color[1] * (1 - alpha) + l.area.blendColor[1] * alpha,
l.area.color[2] * (1 - alpha) + l.area.blendColor[2] * alpha, 1);
} else {
// draw solid
if (blend) {
glDisable(GL_BLEND);
blend = false;
}
if (l.area.blend <= zoom && l.area.blend > 0)
glUniform4fv(hPolygonColor, 1, l.area.blendColor, 0);
else
glUniform4fv(hPolygonColor, 1, l.area.color, 0);
}
// set stencil buffer mask used to draw this layer
glStencilFunc(GL_EQUAL, 0xff, 1 << c);
// draw tile fill coordinates
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (blend)
glDisable(GL_BLEND);
}
static PolygonLayer drawPolygons(PolygonLayer layer, int next,
float[] matrix, double zoom, float scale, boolean clip) {
int cnt = 0;
glUseProgram(polygonProgram);
GLES20.glEnableVertexAttribArray(hPolygonVertexPosition);
glVertexAttribPointer(hPolygonVertexPosition, 2,
GLES20.GL_SHORT, false, 0,
POLYGON_VERTICES_DATA_POS_OFFSET);
glUniformMatrix4fv(hPolygonMatrix, 1, false, matrix, 0);
glEnable(GL_STENCIL_TEST);
PolygonLayer l = layer;
boolean first = clip;
for (; l != null && l.layer < next; l = l.next) {
// fade out polygon layers (set in RederTheme)
if (l.area.fade > 0 && l.area.fade > zoom)
continue;
if (cnt == 0) {
// disable drawing to framebuffer
glColorMask(false, false, false, false);
// never pass the test, i.e. always apply first stencil op (sfail)
glStencilFunc(GLES20.GL_ALWAYS, 0, 0xff);
// clear stencilbuffer
glStencilMask(0xFF);
// glClear(GL_STENCIL_BUFFER_BIT);
// clear stencilbuffer (tile region)
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
if (first) {
// draw clip-region into depth buffer
GLES20.glDepthMask(true);
// to prevent overdraw gl_less restricts
// the clip to the area where no other
// tile was drawn
GLES20.glDepthFunc(GLES20.GL_LESS);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (first) {
first = false;
GLES20.glDepthMask(false);
GLES20.glDepthFunc(GLES20.GL_EQUAL);
}
// stencil op for stencil method polygon drawing
glStencilOp(GL_INVERT, GL_INVERT, GL_INVERT);
glDisable(GLES20.GL_DEPTH_TEST);
}
mFillPolys[cnt] = l;
// set stencil mask to draw to
glStencilMask(1 << cnt++);
glDrawArrays(GL_TRIANGLE_FAN, l.offset, l.verticesCnt);
// draw up to 8 layers into stencil buffer
if (cnt == STENCIL_BITS) {
fillPolygons(cnt, zoom, scale);
cnt = 0;
}
}
if (cnt > 0)
fillPolygons(cnt, zoom, scale);
glDisable(GL_STENCIL_TEST);
if (clip && first)
drawDepthClip();
// required on GalaxyII, Android 2.3.3 (cant just VAA enable once...)
GLES20.glDisableVertexAttribArray(hPolygonVertexPosition);
return l;
}
static void drawDepthClip() {
glColorMask(false, false, false, false);
GLES20.glDepthMask(true);
GLES20.glDepthFunc(GLES20.GL_LESS);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDepthMask(false);
glColorMask(true, true, true, true);
GLES20.glDepthFunc(GLES20.GL_EQUAL);
}
static int sizeOf(PolygonLayer layers) {
int size = 0;
for (PolygonLayer l = layers; l != null; l = l.next)
size += l.verticesCnt;
size *= NUM_VERTEX_SHORTS;
return size;
}
static void compileLayerData(PolygonLayer layers, ShortBuffer sbuf) {
int pos = 4;
ShortItem last = null, items = null;
for (PolygonLayer l = layers; l != null; l = l.next) {
for (ShortItem item = l.pool; item != null; item = item.next) {
sbuf.put(item.vertices, 0, item.used);
last = item;
}
l.offset = pos;
pos += l.verticesCnt;
if (last != null) {
last.next = items;
items = l.pool;
}
l.pool = null;
}
ShortPool.add(items);
}
static void clear(PolygonLayer layers) {
for (PolygonLayer l = layers; l != null; l = l.next) {
if (l.pool != null)
ShortPool.add(l.pool);
}
}
}