/*
* Name : Object.cpp
* Description :
* Project : This file is part of OpenMAR, an Open Mobile Augmented Reality browser
* Website : http://OpenMAR.org
*
* Copyright (c) 2010 David Caabeiro
*
* All rights reserved. This program and the accompanying materials are made available
* under the terms of the Eclipse Public License v1.0 which accompanies this
* distribution, and is available at http://www.eclipse.org/legal/epl-v10.html
*
*/
#include "Object.h"
#include "Vector3d.h"
#include <AknUtils.h>
#include <bitdev.h>
#include <bitstd.h>
#include <fbs.h>
#include <GLES/egl.h>
#include "Logger.h"
Geonames::CObject* Geonames::CObject::NewL(OpenMAR::CPOIProvider* aProvider)
{
CObject* self = new(ELeave) Geonames::CObject(aProvider);
CleanupStack::PushL(self);
self->ConstructL();
CleanupStack::Pop(self);
return self;
}
Geonames::CObject::~CObject()
{
::glDeleteTextures(1, &iTextureId);
}
Geonames::CObject::CObject(OpenMAR::CPOIProvider* aProvider)
: OpenMAR::CPOIObject(*aProvider)
{}
/*
* Create texture to represent the object
*/
void Geonames::CObject::ConstructL()
{
CFbsBitmap* bitmap = new(ELeave) CFbsBitmap;
CleanupStack::PushL(bitmap);
// Use a 64x64 bitmap
const TSize bitmapSize(64, 64);
User::LeaveIfError(bitmap->Create(bitmapSize, EColor16MA));
CFbsBitmapDevice* bitmapDevice = CFbsBitmapDevice::NewL(bitmap);
CleanupStack::PushL(bitmapDevice);
CFbsBitGc* bitmapContext = 0;
User::LeaveIfError(bitmapDevice->CreateContext(bitmapContext));
CleanupStack::PushL(bitmapContext);
// Define colors to use
bitmapContext->SetBrushColor(KRgbBlue);
bitmapContext->SetBrushStyle(CFbsBitGc::ESolidBrush);
bitmapContext->SetPenColor(KRgbRed);
bitmapContext->SetPenStyle(CFbsBitGc::ESolidPen);
const CFont* font = AknLayoutUtils::FontFromId(ELatinPlain12, 0);
bitmapContext->UseFont(font);
bitmapContext->Clear();
const TRect bitmapRect(TPoint(0, 0), bitmapSize);
bitmapContext->DrawRect(bitmapRect);
// Set some text if needed
_LIT(KTitle, "Test");
TPoint titlePos(font->MaxNormalCharWidthInPixels(), font->HeightInPixels());
bitmapContext->DrawText(KTitle(), titlePos);
// Convert to GL_RGBA
const TInt dataSize = bitmapSize.iWidth * bitmapSize.iHeight * sizeof(TUint32);
TUint8* data = new(ELeave) TUint8[dataSize];
bitmap->LockHeap();
TUint8* rgb = reinterpret_cast<TUint8*>(bitmap->DataAddress());
for(TInt i = 0; i < dataSize; i += 4)
{
data[i + 0] = rgb[i + 2];
data[i + 1] = rgb[i + 1];
data[i + 2] = rgb[i + 0];
data[i + 3] = rgb[i + 3];
}
::glGenTextures(1, &iTextureId);
::glBindTexture(GL_TEXTURE_2D, iTextureId);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmapSize.iWidth, bitmapSize.iHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
bitmap->UnlockHeap();
delete data;
CleanupStack::PopAndDestroy(3, bitmap);
}
void Geonames::CObject::Render() const
{
/*
* This is a special case for points or planes in space. Given that a usual POI
* does not provide of any transformation to be applied on it, we determine the
* angle in the XY plane with respect to the observer and apply that rotation to
* the object.
*
* This way, all POIs will face the observer regardless their position. Other
* objects (3D Landmarks, etc) should provide their own transformations in some
* proper way.
*/
TReal angle = 0;
Math::ATan(angle, iPosition.mX, iPosition.mY);
angle *= -KRadToDeg;
/*
* We could also apply some scaling calculation to compensate the size of
* objects projected at a long distance from the camera.
* For now we just use a constant value
*/
TReal scale = 128.0f;
// Apply transformations to the object and render it
const TInt unity = 1 << 16;
GLfixed vertices[] = {
-unity / 2, 0, 0,
unity / 2, 0, 0,
-unity / 2, 0, unity,
unity / 2, 0, unity,
};
GLfixed texCoords[] = {
0, unity,
unity, unity,
0, 0,
unity, 0
};
::glPushMatrix();
::glTranslatef(iPosition.mX, iPosition.mY, iPosition.mZ);
::glRotatef(angle, 0, 0, 1);
::glScalef(scale, 1.0f, scale);
::glEnable(GL_TEXTURE_2D);
::glBindTexture(GL_TEXTURE_2D, iTextureId);
::glVertexPointer(3, GL_FIXED, 0, vertices);
::glTexCoordPointer(2, GL_FIXED, 0, texCoords);
::glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
::glDisable(GL_TEXTURE_2D);
::glPopMatrix();
}