OpenGL visualization

Problem

  • Right now, the 2D visualization of the maps and vehicles uses the Graphics2D java class inside the Swing components.
  • This is not a very efficient rendering method, especially for large scale cities.
  • It is also not precise: the polygon geometry can only be passed with integer pixel positions.

Solution

Use OpenGL rendering.

  • As OpenGL library (for example): JOGL
  • TODOs:
    • Test a simple 2D triangle with a basic shader.
    • Make it build and run using the JOGL maven artifacts.
    • Make a colored triangle shader with an orthogonal view matrix, test binding it to the map controls (position, zoom). Render a simple triangle (or 2)
    • Make a colored line shader, same view matrix, test a simple outline.
    • Generate the building geometry in one VBO/VAO/EBO set.
      • Use the already split convex parts
      • The convex polygon parts can be rendered using the GL_TRIANGLE_FAN drawing mode
      • In combination with the Primitive Restart
        • Use an Element-Buffer
        • Use the PRIMITIVE_RESTART index to separate triangle fans for different polygons
        • Since we only want to draw contiguous vertices, the glMultiDrawElements() method can be useful
    • Generate the road geometry (or visualization lines)
    • Generate the vehicle geometry (one VBO/EBO/VAO set)
      • Same triangle shader, but give it a view+model matrix (pre-multiplied)
    • All the debug lines/elements (AABB, building outlines, ...) can be in their own VBO/EBO/VAO.
  • Check the thread interaction between Swing and OpenGL. The OpenGL calls are not thread-safe for a given context. Be sure that the OpenGL calls happen in the correct thread.

Note: The existing visualization already "pre-generates" the geometry in some way to save computation. Changing to save this geometry in OpenGL buffer would not be a big change.

Edited by Jean Meurice
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