vtm/src/org/oscim/utils/GlUtils.java
2013-10-09 01:56:07 +02:00

373 lines
10 KiB
Java

/*
* Copyright 2010, 2011, 2012 mapsforge.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.utils;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.oscim.backend.GL20;
import org.oscim.backend.GLAdapter;
import org.oscim.backend.Log;
import org.oscim.renderer.GLRenderer;
/**
* Utility functions
*/
public class GlUtils {
private static final GL20 GL = GLAdapter.INSTANCE;
public static native void setColor(int location, int color, float alpha);
public static native void setColorBlend(int location, int color1, int color2, float mix);
private static String TAG = "GlUtils";
public static void setTextureParameter(int min_filter, int mag_filter, int wrap_s, int wrap_t) {
GL.glTexParameterf(GL20.GL_TEXTURE_2D,
GL20.GL_TEXTURE_MIN_FILTER,
min_filter);
GL.glTexParameterf(GL20.GL_TEXTURE_2D,
GL20.GL_TEXTURE_MAG_FILTER,
mag_filter);
GL.glTexParameterf(GL20.GL_TEXTURE_2D,
GL20.GL_TEXTURE_WRAP_S,
wrap_s); // Set U Wrapping
GL.glTexParameterf(GL20.GL_TEXTURE_2D,
GL20.GL_TEXTURE_WRAP_T,
wrap_t); // Set V Wrapping
}
// /**
// * @param bitmap
// * ...
// * @return textureId
// */
// public static int loadTextures(Bitmap bitmap) {
//
// int[] textures = new int[1];
// GLES20.glGenTextures(1, textures, 0);
//
// int textureID = textures[0];
//
// GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
//
// setTextureParameter(GLES20.GL_LINEAR, GLES20.GL_LINEAR,
// GLES20.GL_CLAMP_TO_EDGE, GLES20.GL_CLAMP_TO_EDGE);
//
// GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
//
// return textureID;
// }
public static int loadTexture(byte[] pixel, int width, int height, int format,
int min_filter, int mag_filter, int wrap_s, int wrap_t) {
int[] textureIds = GlUtils.glGenTextures(1);
GL.glBindTexture(GL20.GL_TEXTURE_2D, textureIds[0]);
setTextureParameter(min_filter, mag_filter, wrap_s, wrap_t);
ByteBuffer buf = ByteBuffer.allocateDirect(width * height).order(ByteOrder.nativeOrder());
buf.put(pixel);
buf.position(0);
GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, format, width, height, 0, format,
GL20.GL_UNSIGNED_BYTE, buf);
GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
return textureIds[0];
}
public static int loadStippleTexture(byte[] stipple) {
int sum = 0;
for (byte flip : stipple)
sum += flip;
byte[] pixel = new byte[sum];
boolean on = true;
int pos = 0;
for (byte flip : stipple) {
float max = flip;
for (int s = 0; s < flip; s++) {
float color = Math.abs(s / (max - 1) - 0.5f);
if (on)
color = 255 * (1 - color);
else
color = 255 * color;
pixel[pos + s] = FastMath.clampToByte((int) color);
}
on = !on;
pos += flip;
}
return loadTexture(pixel, sum, 1, GL20.GL_ALPHA,
GL20.GL_LINEAR, GL20.GL_LINEAR,
//GLES20.GL_NEAREST, GLES20.GL_NEAREST,
GL20.GL_REPEAT, GL20.GL_REPEAT);
}
/**
* @param shaderType
* shader type
* @param source
* shader code
* @return gl identifier
*/
public static int loadShader(int shaderType, String source) {
int shader = GL.glCreateShader(shaderType);
if (shader != 0) {
GL.glShaderSource(shader, source);
GL.glCompileShader(shader);
IntBuffer compiled = GLRenderer.getIntBuffer(1);
GL.glGetShaderiv(shader, GL20.GL_COMPILE_STATUS, compiled);
if (compiled.get() == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GL.glGetShaderInfoLog(shader));
GL.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
/**
* @param vertexSource
* ...
* @param fragmentSource
* ...
* @return gl identifier
*/
public static int createProgram(String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GL20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
int pixelShader = loadShader(GL20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0) {
return 0;
}
int program = GL.glCreateProgram();
if (program != 0) {
checkGlError("glCreateProgram");
GL.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
GL.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
GL.glLinkProgram(program);
IntBuffer linkStatus = GLRenderer.getIntBuffer(1);
GL.glGetProgramiv(program, GL20.GL_LINK_STATUS, linkStatus);
if (linkStatus.get() != GL20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GL.glGetProgramInfoLog(program));
GL.glDeleteProgram(program);
program = 0;
}
}
return program;
}
/**
* @param op
* ...
*/
public static void checkGlError(String op) {
int error;
while ((error = GL.glGetError()) != GL20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
// throw new RuntimeException(op + ": glError " + error);
}
}
public static boolean checkGlOutOfMemory(String op) {
int error;
boolean oom = false;
while ((error = GL.glGetError()) != GL20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
// throw new RuntimeException(op + ": glError " + error);
if (error == 1285)
oom = true;
}
return oom;
}
// public static void setBlendColors(int handle, float[] c1, float[] c2, float mix) {
// if (mix <= 0f)
// GLES20.glUniform4fv(handle, 1, c1, 0);
// else if (mix >= 1f)
// GLES20.glUniform4fv(handle, 1, c2, 0);
// else {
// GLES20.glUniform4f(handle,
// c1[0] * (1 - mix) + c2[0] * mix,
// c1[1] * (1 - mix) + c2[1] * mix,
// c1[2] * (1 - mix) + c2[2] * mix,
// c1[3] * (1 - mix) + c2[3] * mix);
// }
// }
public static void setColor(int handle, float[] c, float alpha) {
if (alpha >= 1) {
GL.glUniform4f(handle, c[0], c[1], c[2], c[3]);
} else {
if (alpha < 0) {
Log.d(TAG, "setColor: " + alpha);
alpha = 0;
GL.glUniform4f(handle, 0, 0, 0, 0);
}
GL.glUniform4f(handle,
c[0] * alpha, c[1] * alpha,
c[2] * alpha, c[3] * alpha);
}
}
public static float[] colorToFloat(int color) {
float[] c = new float[4];
c[3] = (color >> 24 & 0xff) / 255.0f;
c[0] = (color >> 16 & 0xff) / 255.0f;
c[1] = (color >> 8 & 0xff) / 255.0f;
c[2] = (color >> 0 & 0xff) / 255.0f;
return c;
}
// premultiply alpha
public static float[] colorToFloatP(int color) {
float[] c = new float[4];
c[3] = (color >> 24 & 0xff) / 255.0f;
c[0] = (color >> 16 & 0xff) / 255.0f * c[3];
c[1] = (color >> 8 & 0xff) / 255.0f * c[3];
c[2] = (color >> 0 & 0xff) / 255.0f * c[3];
return c;
}
/**
* public-domain function by Darel Rex Finley
* from http://alienryderflex.com/saturation.html
*
* @param color
* The passed-in RGB values can be on any desired scale, such as
* 0 to 1, or 0 to 255.
* @param change
* 0.0 creates a black-and-white image.
* 0.5 reduces the color saturation by half.
* 1.0 causes no change.
* 2.0 doubles the color saturation.
*/
public static void changeSaturation(float color[], float change) {
float r = color[0];
float g = color[1];
float b = color[2];
double p = Math.sqrt(r * r * 0.299f + g * g * 0.587f + b * b * 0.114f);
color[0] = FastMath.clampN((float) (p + (r - p) * change));
color[1] = FastMath.clampN((float) (p + (g - p) * change));
color[2] = FastMath.clampN((float) (p + (b - p) * change));
}
public static void glUniform4fv(int location, int count, float[] val) {
FloatBuffer buf = GLRenderer.getFloatBuffer(count * 4);
buf.put(val);
buf.flip();
GL.glUniform4fv(location, count, buf);
}
public static int[] glGenBuffers(int num) {
IntBuffer buf = GLRenderer.getIntBuffer(num);
GL.glGenBuffers(num, buf);
int[] ret = new int[num];
buf.get(ret);
return ret;
}
public static void glDeleteBuffers(int num, int[] ids) {
IntBuffer buf = GLRenderer.getIntBuffer(num);
buf.put(ids, 0, num);
GL.glDeleteBuffers(num, buf);
}
public static int[] glGenTextures(int num) {
IntBuffer buf = GLRenderer.getIntBuffer(num);
GL.glGenTextures(num, buf);
int[] ret = new int[num];
buf.get(ret);
return ret;
}
public static void glDeleteTextures(int num, int[] ids) {
IntBuffer buf = GLRenderer.getIntBuffer(num);
buf.put(ids, 0, num);
GL.glDeleteTextures(num, buf);
}
// private final static float[] mIdentity = {
// 1, 0, 0, 0,
// 0, 1, 0, 0,
// 0, 0, 1, 0,
// 0, 0, 0, 1 };
//
// public static void setTileMatrix(float[] matrix, float tx, float ty, float s) {
// System.arraycopy(mIdentity, 0, matrix, 0, 16);
// // scale tile relative to map scale
// matrix[0] = matrix[5] = s / GLRenderer.COORD_SCALE;
// // translate relative to map center
// matrix[12] = tx * s;
// matrix[13] = ty * s;
// }
//
// public static void setTranslation(float[] matrix, float x, float y, float z) {
// System.arraycopy(mIdentity, 0, matrix, 0, 16);
// matrix[12] = x;
// matrix[13] = y;
// matrix[14] = z;
// }
//
// public static void setMatrix(float[] matrix, float tx, float ty, float scale) {
// System.arraycopy(mIdentity, 0, matrix, 0, 16);
// matrix[12] = tx;
// matrix[13] = ty;
// matrix[0] = scale;
// matrix[5] = scale;
// //matrix[10] = scale;
// }
//
// public static void setIdentity(float[] matrix) {
// System.arraycopy(mIdentity, 0, matrix, 0, 16);
// }
//
// public static void setScaleM(float[] matrix, float sx, float sy, float sz) {
// System.arraycopy(mIdentity, 0, matrix, 0, 16);
// matrix[0] = sx;
// matrix[5] = sy;
// matrix[10] = sz;
// }
//
// public static void addOffsetM(float[] matrix, int delta) {
// // from http://www.mathfor3dgameprogramming.com/code/Listing9.1.cpp
// // float n = MapViewPosition.VIEW_NEAR;
// // float f = MapViewPosition.VIEW_FAR;
// // float pz = 1;
// // float epsilon = -2.0f * f * n * delta / ((f + n) * pz * (pz + delta));
// float epsilon = 1.0f / (1 << 11);
//
// matrix[10] *= 1.0f + epsilon * delta;
// }
}