- scale calculations look much nicer now, better always use 'double' unless you are sure about precision required - finally got rid of zoomLevel relative coordinates - cleanup MapPosition and MercatorProjection API functions
116 lines
3.3 KiB
Java
116 lines
3.3 KiB
Java
/*
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* Copyright 2012, Hannes Janetzek
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*
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* This program is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package org.oscim.renderer.overlays;
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import org.oscim.core.MapPosition;
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import org.oscim.core.Tile;
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import org.oscim.renderer.GLRenderer;
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import org.oscim.renderer.GLRenderer.Matrices;
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import org.oscim.view.MapView;
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public abstract class RenderOverlay {
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protected final MapView mMapView;
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// keep the Position for which the Overlay is rendered
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protected MapPosition mMapPosition;
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// flag to set when data is ready for (re)compilation.
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public boolean newData;
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// flag set by GLRenderer when data is compiled
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public boolean isReady;
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public RenderOverlay(MapView mapView) {
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mMapView = mapView;
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mMapPosition = new MapPosition();
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}
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// /////////////// called from GLRender Thread ////////////////////////
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/**
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* called 1. by GLRenderer. Set 'newData' true when 'compile()' should be
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* called
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* before next 'render()'
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*
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* @param curPos TODO
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* @param positionChanged
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* true when MapPosition has changed
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* @param tilesChanged
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* true when current tiles changed
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* @param matrices TODO
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*/
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public abstract void update(MapPosition curPos, boolean positionChanged, boolean tilesChanged,
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Matrices matrices);
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/**
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* called 2. compile everything for drawing
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* Set 'isReady' true when things are ready for 'render()'
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*/
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public abstract void compile();
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/**
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* called 3. draw overlay
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*
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* @param pos
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* current MapPosition
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* @param m
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* current render matrices + matrix for temporary use
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*/
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public abstract void render(MapPosition pos, Matrices m);
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/**
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* Utility: set m.mvp matrix relative to the difference of current
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* MapPosition
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* and the last updated Overlay MapPosition
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*
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* @param curPos
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* current MapPosition
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* @param m
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* current Matrices
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* @param project
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* apply view and projection, or just view otherwise
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*/
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protected void setMatrix(MapPosition curPos, Matrices m, boolean project) {
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MapPosition oPos = mMapPosition;
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double tileScale = Tile.TILE_SIZE * curPos.scale;
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double x = oPos.x - curPos.x;
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double y = oPos.y - curPos.y;
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// wrap around date-line
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while (x < 0)
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x += 1.0;
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while (x > 1)
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x -= 1.0;
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m.mvp.setTransScale((float) (x * tileScale), (float) (y * tileScale),
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(float) ((curPos.scale / oPos.scale) / GLRenderer.COORD_SCALE));
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m.mvp.multiplyMM(project ? m.viewproj : m.view, m.mvp);
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}
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/**
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* Utility: set m.mvp matrix relative to the difference of current
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* MapPosition
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* and the last updated Overlay MapPosition and add m.viewproj
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*
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* @param curPos ...
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* @param m ...
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*/
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protected void setMatrix(MapPosition curPos, Matrices m) {
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setMatrix(curPos, m, true);
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}
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}
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