org.oscim.renderer.bucket.CircleBucket Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of vtm Show documentation
Show all versions of vtm Show documentation
OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.
/*
* Copyright 2016 Andrey Novikov
* Copyright 2016 devemux86
* Copyright 2017 schedul-xor
* Copyright 2018-2019 Gustl22
*
* 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.renderer.bucket;
import org.oscim.backend.GL;
import org.oscim.backend.GLAdapter;
import org.oscim.core.GeometryBuffer;
import org.oscim.renderer.GLShader;
import org.oscim.renderer.GLState;
import org.oscim.renderer.GLUtils;
import org.oscim.renderer.GLViewport;
import org.oscim.theme.styles.CircleStyle;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import static org.oscim.backend.GLAdapter.gl;
import static org.oscim.renderer.MapRenderer.COORD_SCALE;
public class CircleBucket extends RenderBucket {
private static final Logger log = LoggerFactory.getLogger(CircleBucket.class);
public CircleStyle circle;
public CircleBucket(int level) {
super(RenderBucket.CIRCLE, true, GLAdapter.CIRCLE_QUADS);
this.level = level;
}
public void addCircle(GeometryBuffer geom) {
if (!geom.isPoint()) {
log.error("Circle style applied to non-point geometry");
return;
}
float x = geom.getPointX(0);
float y = geom.getPointY(0);
if (GLAdapter.CIRCLE_QUADS) {
// Create quad
vertexItems.add((short) ((x + circle.radius) * COORD_SCALE), (short) ((y - circle.radius) * COORD_SCALE));
int ne = numVertices++;
vertexItems.add((short) ((x - circle.radius) * COORD_SCALE), (short) ((y - circle.radius) * COORD_SCALE));
int nw = numVertices++;
vertexItems.add((short) ((x - circle.radius) * COORD_SCALE), (short) ((y + circle.radius) * COORD_SCALE));
int sw = numVertices++;
vertexItems.add((short) ((x + circle.radius) * COORD_SCALE), (short) ((y + circle.radius) * COORD_SCALE));
int se = numVertices++;
indiceItems.add((short) ne);
numIndices++;
indiceItems.add((short) nw);
numIndices++;
indiceItems.add((short) sw);
numIndices++;
indiceItems.add((short) sw);
numIndices++;
indiceItems.add((short) se);
numIndices++;
indiceItems.add((short) ne);
numIndices++;
} else {
// Use point
vertexItems.add((short) (x * COORD_SCALE), (short) (y * COORD_SCALE));
indiceItems.add((short) numVertices++);
numIndices++;
}
}
public static class Renderer {
static Shader shader;
static boolean init() {
shader = new Shader(GLAdapter.CIRCLE_QUADS ? "circle_quad" : "circle_point");
return true;
}
public static class Shader extends GLShader {
int uMVP, uFill, uRadius, uStroke, uWidth, aPos;
Shader(String shaderFile) {
if (!GLAdapter.CIRCLE_QUADS && !GLAdapter.ANDROID_QUIRKS && !GLAdapter.GDX_WEBGL_QUIRKS)
gl.enable(GL.VERTEX_PROGRAM_POINT_SIZE);
String version = null;
if (!GLAdapter.CIRCLE_QUADS && GLAdapter.GDX_DESKTOP_QUIRKS) {
// Point sprite sometimes isn't enabled by default, see #268
gl.enable(0x8861); // GL.POINT_SPRITE
// OpenGL requires GLSL version 120 for gl_PointCoord
version = "120";
}
if (!createVersioned(shaderFile, version))
return;
uMVP = getUniform("u_mvp");
uFill = getUniform("u_fill");
uRadius = getUniform("u_radius");
uStroke = getUniform("u_stroke");
uWidth = getUniform("u_width");
aPos = getAttrib("a_pos");
}
public void set(GLViewport v) {
useProgram();
GLState.enableVertexArrays(aPos, GLState.DISABLED);
v.mvp.setAsUniform(uMVP);
}
}
public static RenderBucket draw(RenderBucket b, GLViewport v) {
GLState.blend(true);
Shader s = shader;
s.set(v);
for (; b != null && b.type == CIRCLE; b = b.next) {
CircleBucket cb = (CircleBucket) b;
CircleStyle circle = cb.circle.current();
GLUtils.setColor(s.uFill, circle.fillColor, 1);
gl.uniform1f(s.uRadius, circle.radius);
GLUtils.setColor(s.uStroke, circle.strokeColor, 1);
gl.uniform1f(s.uWidth, circle.strokeWidth);
gl.vertexAttribPointer(s.aPos, 2, GL.SHORT,
false, 0, cb.vertexOffset);
if (GLAdapter.CIRCLE_QUADS)
gl.drawElements(GL.TRIANGLES,
cb.numIndices,
GL.UNSIGNED_SHORT,
cb.indiceOffset);
else
gl.drawElements(GL.POINTS,
cb.numIndices,
GL.UNSIGNED_SHORT,
cb.indiceOffset);
}
return b;
}
}
}