/*
* Copyright 2013 Hannes Janetzek
*
* 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 <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer;
import static org.oscim.backend.GLAdapter.gl;
import org.oscim.backend.GL;
import org.oscim.core.Tile;
import org.oscim.renderer.bucket.ExtrusionBucket;
import org.oscim.renderer.bucket.ExtrusionBuckets;
import org.oscim.utils.FastMath;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public abstract class ExtrusionRenderer extends LayerRenderer {
static final Logger log = LoggerFactory.getLogger(ExtrusionRenderer.class);
private final boolean mTranslucent;
private final int mMode;
private Shader mShader;
protected ExtrusionBuckets[] mExtrusionBucketSet = {};
protected int mBucketsCnt;
protected float mAlpha = 1;
public ExtrusionRenderer(boolean mesh, boolean alpha) {
mMode = mesh ? 1 : 0;
mTranslucent = alpha;
}
public static class Shader extends GLShader {
int uMVP, uColor, uAlpha, uMode, aPos, aLight;
public Shader(String shader) {
if (!create(shader))
return;
uMVP = getUniform("u_mvp");
uColor = getUniform("u_color");
uAlpha = getUniform("u_alpha");
uMode = getUniform("u_mode");
aPos = getAttrib("a_pos");
aLight = getAttrib("a_light");
}
}
@Override
public boolean setup() {
if (mMode == 0)
mShader = new Shader("extrusion_layer_ext");
else
mShader = new Shader("extrusion_layer_mesh");
return true;
}
private void renderCombined(int vertexPointer, ExtrusionBuckets ebs) {
for (ExtrusionBucket eb = ebs.buckets(); eb != null; eb = eb.next()) {
gl.vertexAttribPointer(vertexPointer, 3,
GL.SHORT, false, 8,
eb.getVertexOffset());
int sumIndices = eb.idx[0] + eb.idx[1] + eb.idx[2];
/* extrusion */
if (sumIndices > 0)
gl.drawElements(GL.TRIANGLES, sumIndices,
GL.UNSIGNED_SHORT, eb.off[0]);
/* mesh */
if (eb.idx[4] > 0) {
gl.drawElements(GL.TRIANGLES, eb.idx[4],
GL.UNSIGNED_SHORT, eb.off[4]);
}
}
}
@Override
public void render(GLViewport v) {
float[] currentColor = null;
float currentAlpha = 0;
gl.depthMask(true);
gl.clear(GL.DEPTH_BUFFER_BIT);
GLState.test(true, false);
Shader s = mShader;
s.useProgram();
GLState.enableVertexArrays(s.aPos, -1);
/* only use face-culling when it's unlikely
* that one'moves through the building' */
if (v.pos.zoomLevel < 18)
gl.enable(GL.CULL_FACE);
gl.depthFunc(GL.LESS);
gl.uniform1f(s.uAlpha, mAlpha);
ExtrusionBuckets[] ebs = mExtrusionBucketSet;
if (mTranslucent) {
/* only draw to depth buffer */
GLState.blend(false);
gl.colorMask(false, false, false, false);
gl.uniform1i(s.uMode, -1);
for (int i = 0; i < mBucketsCnt; i++) {
if (ebs[i].ibo == null)
return;
ebs[i].ibo.bind();
ebs[i].vbo.bind();
setMatrix(s, v, ebs[i]);
float alpha = mAlpha * getFade(ebs[i]);
if (alpha != currentAlpha) {
gl.uniform1f(s.uAlpha, alpha);
currentAlpha = alpha;
}
renderCombined(s.aPos, ebs[i]);
}
/* only draw to color buffer */
gl.colorMask(true, true, true, true);
gl.depthMask(false);
gl.depthFunc(GL.EQUAL);
}
GLState.blend(true);
GLState.enableVertexArrays(s.aPos, s.aLight);
for (int i = 0; i < mBucketsCnt; i++) {
if (ebs[i].ibo == null)
continue;
ebs[i].ibo.bind();
ebs[i].vbo.bind();
if (!mTranslucent)
setMatrix(s, v, ebs[i]);
float alpha = mAlpha * getFade(ebs[i]);
if (alpha != currentAlpha) {
gl.uniform1f(s.uAlpha, alpha);
currentAlpha = alpha;
}
ExtrusionBucket eb = ebs[i].buckets();
for (; eb != null; eb = eb.next()) {
if (eb.colors != currentColor) {
currentColor = eb.colors;
GLUtils.glUniform4fv(s.uColor,
mMode == 0 ? 4 : 1,
eb.colors);
}
gl.vertexAttribPointer(s.aPos, 3, GL.SHORT,
false, 8, eb.getVertexOffset());
gl.vertexAttribPointer(s.aLight, 2, GL.UNSIGNED_BYTE,
false, 8, eb.getVertexOffset() + 6);
/* draw extruded outlines */
if (eb.idx[0] > 0) {
if (mTranslucent) {
gl.depthFunc(GL.EQUAL);
setMatrix(s, v, ebs[i]);
}
/* draw roof */
gl.uniform1i(s.uMode, 0);
gl.drawElements(GL.TRIANGLES, eb.idx[2],
GL.UNSIGNED_SHORT, eb.off[2]);
/* draw sides 1 */
gl.uniform1i(s.uMode, 1);
gl.drawElements(GL.TRIANGLES, eb.idx[0],
GL.UNSIGNED_SHORT, eb.off[0]);
/* draw sides 2 */
gl.uniform1i(s.uMode, 2);
gl.drawElements(GL.TRIANGLES, eb.idx[1],
GL.UNSIGNED_SHORT, eb.off[1]);
if (mTranslucent) {
/* drawing gl_lines with the same coordinates
* does not result in same depth values as
* polygons, so add offset and draw gl_lequal */
gl.depthFunc(GL.LEQUAL);
v.mvp.addDepthOffset(100);
v.mvp.setAsUniform(s.uMVP);
}
gl.uniform1i(s.uMode, 3);
gl.drawElements(GL.LINES, eb.idx[3],
GL.UNSIGNED_SHORT, eb.off[3]);
}
/* draw triangle meshes */
if (eb.idx[4] > 0) {
gl.drawElements(GL.TRIANGLES, eb.idx[4],
GL.UNSIGNED_SHORT, eb.off[4]);
}
}
/* just a temporary reference! */
ebs[i] = null;
}
if (!mTranslucent)
gl.depthMask(false);
if (v.pos.zoomLevel < 18)
gl.disable(GL.CULL_FACE);
}
private float getFade(ExtrusionBuckets ebs) {
if (ebs.animTime == 0)
ebs.animTime = MapRenderer.frametime - 50;
return FastMath.clamp((float) (MapRenderer.frametime - ebs.animTime) / 300f, 0f, 1f);
}
private void setMatrix(Shader s, GLViewport v, ExtrusionBuckets l) {
int z = l.zoomLevel;
double curScale = Tile.SIZE * v.pos.scale;
float scale = (float) (v.pos.scale / (1 << z));
float x = (float) ((l.x - v.pos.x) * curScale);
float y = (float) ((l.y - v.pos.y) * curScale);
v.mvp.setTransScale(x, y, scale / MapRenderer.COORD_SCALE);
v.mvp.setValue(10, scale / 10);
v.mvp.multiplyLhs(v.viewproj);
if (mTranslucent) {
/* should avoid z-fighting of overlapping
* building from different tiles */
int zoom = (1 << z);
int delta = (int) (l.x * zoom) % 4 + (int) (l.y * zoom) % 4 * 4;
v.mvp.addDepthOffset(delta);
}
v.mvp.setAsUniform(s.uMVP);
}
}