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OpenGL vector map library - running on Android, iOS, Desktop and browser.
package org.oscim.gdx.poi3d;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.graphics.g3d.Shader;
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.graphics.g3d.utils.DefaultTextureBinder;
import com.badlogic.gdx.graphics.g3d.utils.RenderContext;
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.slf4j.Logger;
import org.slf4j.LoggerFactory;
import static org.oscim.backend.GLAdapter.gl;
public class GdxModelRenderer extends LayerRenderer {
static final Logger log = LoggerFactory.getLogger(GdxModelRenderer.class);
ModelBatch modelBatch;
public MapCamera cam;
Map mMap;
boolean loading;
public Environment lights;
public Array instances = new Array<>();
public Shader shader;
public RenderContext renderContext;
public Model model;
private ModelBatch mBatch = new ModelBatch();
public GdxModelRenderer(Map map) {
mMap = map;
}
@Override
public boolean setup() {
modelBatch = new ModelBatch(new DefaultShaderProvider());
lights = new Environment();
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 1.0f, 1.0f, 1.f));
lights.add(new DirectionalLight().set(0.3f, 0.3f, 0.3f, 0, 1, -0.2f));
cam = new MapCamera(mMap);
renderContext =
new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1));
// shader = new DefaultShader(renderable.material,
// renderable.mesh.getVertexAttributes(), true, false, 1, 0, 0, 0);
// shader.init();
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];
Renderable r = new Renderable();
@Override
public void render(GLViewport v) {
if (instances.size == 0)
return;
// GLUtils.checkGlError(">" + TAG);
gl.depthMask(true);
if (v.pos.zoomLevel < 16)
gl.clear(GL.DEPTH_BUFFER_BIT);
// Unbind via GLState to ensure no buffer is replaced by accident
GLState.bindElementBuffer(GLState.UNBIND);
GLState.bindBuffer(GL.ARRAY_BUFFER, GLState.UNBIND);
// 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);
cam.update(v);
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;
}
//int w = mMap.getWidth() / 2;
//int h = mMap.getHeight() / 2;
//float sqRadius = (w * w + h * h) / scale;
synchronized (this) {
if (instances.size == 0)
return;
//renderContext.begin();
// if (shader == null) {
// r = instances.get(0).getRenderable(r);
// DefaultShader.Config c = new DefaultShader.Config();
// c.numBones = 0;
// c.numDirectionalLights = 1;
// r.environment = lights;
//
// shader = new DefaultShader(r, c);
// shader.init();
// }
mBatch.begin(cam);
//shader.begin(cam, renderContext);
for (ModelInstance instance : instances) {
instance.transform.getTranslation(tempVector);
//instance.getRenderables(renderables, pool);
// if (tempVector.x * tempVector.x + tempVector.y * tempVector.y > sqRadius)
// continue;
// tempVector.scl(0.8f, 0.8f, 1);
// if (!GeometryUtils.pointInPoly(tempVector.x, tempVector.y, mBox, 8, 0))
// continue;
mBatch.render(instance);
//shader.render(r);
}
mBatch.end();
//shader.end();
//renderContext.end();
}
gl.depthMask(false);
GLState.bindElementBuffer(GLState.UNBIND);
GLState.bindBuffer(GL.ARRAY_BUFFER, GLState.UNBIND);
}
// @Override
// public void dispose () {
// modelBatch.dispose();
// assets.dispose();
// assets = null;
// axesModel.dispose();
// axesModel = null;
// }
}