package org.oscim.test.gdx.poi3d; import static org.oscim.backend.GLAdapter.gl; 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 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.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; 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<SharedModel> instances = new Array<SharedModel>(); 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); gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, 0); // set state that is expected after modelBatch.end(); // modelBatch keeps track of its own state GLState.enableVertexArrays(-1, -1); GLState.bindTex2D(-1); GLState.useProgram(-1); 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 (SharedModel 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); gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, 0); gl.bindBuffer(GL.ARRAY_BUFFER, 0); } // @Override // public void dispose () { // modelBatch.dispose(); // assets.dispose(); // assets = null; // axesModel.dispose(); // axesModel = null; // } }