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OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.

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/*
 * Copyright 2012, 2013 Hannes Janetzek
 * Copyright 2016 Stephan Leuschner 
 * Copyright 2017 Luca Osten
 *
 * 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.renderer.bucket;

import org.oscim.utils.pool.Inlist;

import java.nio.ShortBuffer;

public abstract class RenderBucket extends Inlist {

    public static final byte LINE = 0;
    public static final byte TEXLINE = 1;
    public static final byte POLYGON = 2;
    public static final byte MESH = 3;
    public static final byte EXTRUSION = 4;
    public static final byte HAIRLINE = 5;
    public static final byte SYMBOL = 6;
    public static final byte BITMAP = 7;
    public static final byte CIRCLE = 8;

    public final byte type;

    /**
     * Drawing order from bottom to top.
     */
    int level;

    /**
     * Number of vertices for this layer.
     */
    protected int numVertices;
    protected int numIndices;

    /**
     * Temporary list of vertex data.
     */
    protected final VertexData vertexItems;
    protected final VertexData indiceItems;

    static final VertexData EMPTY = new VertexData();
    final boolean quads;

    protected RenderBucket(byte type, boolean indexed, boolean quads) {
        this.type = type;
        vertexItems = new VertexData();
        if (indexed)
            indiceItems = new VertexData();
        else
            indiceItems = EMPTY;

        this.quads = quads;
    }

    /**
     * Clear all resources.
     */
    protected void clear() {
        vertexItems.dispose();
        indiceItems.dispose();
        numVertices = 0;
        numIndices = 0;
    }

    /**
     * Final preparation of content before compilation
     * for stuff that should not be done on render-thread.
     */
    protected void prepare() {

    }

    /**
     * For line- and polygon-buckets this is the offset
     * of VERTICES in its bucket.vbo.
     * For all other types it is the byte offset in vbo.
     * FIXME - always use byte offset?
     */
    public int getVertexOffset() {
        return vertexOffset;
    }

    /**
     * Start position in ibo for this bucket (in bytes)
     */
    public int getIndiceOffset() {
        return indiceOffset;
    }

    public void setLevel(int level) {
        this.level = level;
    }

    public void setVertexOffset(int offset) {
        this.vertexOffset = offset;
    }

    protected int vertexOffset; // in bytes

    protected int indiceOffset; // in bytes

    protected void compile(ShortBuffer vboData, ShortBuffer iboData) {
        compileVertexItems(vboData);
        if (iboData != null)
            compileIndicesItems(iboData);
    }

    protected void compileVertexItems(ShortBuffer vboData) {
        /* keep offset of layer data in vbo */
        vertexOffset = vboData.position() * RenderBuckets.SHORT_BYTES;
        vertexItems.compile(vboData);
    }

    protected void compileIndicesItems(ShortBuffer iboData) {
        /* keep offset of layer data in ibo */
        if (indiceItems == null || indiceItems.empty())
            return;

        indiceOffset = iboData.position() * RenderBuckets.SHORT_BYTES;
        indiceItems.compile(iboData);
    }
}




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