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OpenGL vector map library - running on Android, iOS, Desktop and browser.
/*
* Copyright 2014 Hannes Janetzek
* Copyright 2018 Gustl22
*
* This file is part of the OpenScienceMap project (http://www.opensciencemap.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 .
*/
package org.oscim.gdx.poi3d;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
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.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.oscim.utils.geom.GeometryUtils;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import static org.oscim.backend.GLAdapter.gl;
/**
* Gdx renderer for more complex 3D models.
*/
public class GdxRenderer3D2 extends LayerRenderer {
static final Logger log = LoggerFactory.getLogger(GdxRenderer3D2.class);
ModelBatch modelBatch;
public MapCamera cam;
Map mMap;
boolean loading;
public Environment lights;
public Array instances = new Array<>();
public GdxRenderer3D2(Map map) {
mMap = map;
}
@Override
public boolean setup() {
modelBatch = new ModelBatch(new DefaultShaderProvider());
lights = new Environment();
lights.add(new DirectionalLight().set(0.7f, 0.7f, 0.7f, 0, 1, -0.2f));
lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 1f, 1f));
cam = new MapCamera(mMap);
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];
@Override
public void render(GLViewport v) {
if (instances.size == 0)
return;
// GLUtils.checkGlError(">" + TAG);
gl.depthMask(true);
if (v.pos.zoomLevel < 17)
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);
//gl.cullFace(GL.BACK);
/* flip front face cause of mirror inverted y-axis */
gl.frontFace(GL.CCW);
cam.update(v);
long time = System.currentTimeMillis();
int cnt = 0;
int rnd = 0;
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;
}
synchronized (this) {
modelBatch.begin(cam);
cnt = instances.size;
for (ModelInstance instance : instances) {
instance.transform.getTranslation(tempVector);
tempVector.scl(0.9f, 0.9f, 1);
if (!GeometryUtils.pointInPoly(tempVector.x, tempVector.y, mBox, 8, 0))
continue;
modelBatch.render(instance, lights);
rnd++;
}
modelBatch.end();
}
//log.debug(">>> " + (System.currentTimeMillis() - time) + " " + cnt + "/" + rnd);
// GLUtils.checkGlError("<" + TAG);
gl.frontFace(GL.CW);
gl.depthMask(false);
GLState.bindElementBuffer(GLState.UNBIND);
GLState.bindBuffer(GL.ARRAY_BUFFER, GLState.UNBIND);
// GLState.bindTex2D(-1);
// GLState.useProgram(-1);
}
// @Override
// public void dispose () {
// modelBatch.dispose();
// assets.dispose();
// assets = null;
// axesModel.dispose();
// axesModel = null;
// }
}