Exemple #1
0
  public static int createGLResource(int type, int param) {
    int id = 0;
    if (type == GL_TEXTURE_OBJECT) {
      int[] temp = new int[1];
      gl.glGenTextures(1, temp, 0);
      id = temp[0];
      glTextureObjects.add(id);
    } else if (type == GL_VERTEX_BUFFER) {
      int[] temp = new int[1];
      gl.glGenBuffersARB(1, temp, 0);
      id = temp[0];
      glVertexBuffers.add(id);
    } else if (type == GL_FRAME_BUFFER) {
      int[] temp = new int[1];
      gl.glGenFramebuffersEXT(1, temp, 0);
      id = temp[0];
      glFrameBuffers.add(id);
    } else if (type == GL_RENDER_BUFFER) {
      int[] temp = new int[1];
      gl.glGenRenderbuffersEXT(1, temp, 0);
      id = temp[0];
      glRenderBuffers.add(id);
    } else if (type == GLSL_PROGRAM) {
      id = gl.glCreateProgram();
      glslPrograms.add(id);
    } else if (type == GLSL_SHADER) {
      id = gl.glCreateShader(param);
      glslShaders.add(id);
    }

    return id;
  }
  /**
   * initPermTexture(GLuinttexID) - create and load a 2D texture for a combined index permutation
   * and gradient lookup table. This texture is used for 2D and 3D noise, both classic and simplex.
   */
  private void initPermTexture(GL gl, int[] texID) {
    ByteBuffer pixels;
    int i, j;

    gl.glGenTextures(1, texID, 0); // Generate a unique texture ID
    gl.glBindTexture(GL.GL_TEXTURE_2D, texID[0]); // Bind the texture to texture unit 0

    pixels = ByteBuffer.allocateDirect(256 * 256 * 4);
    for (i = 0; i < 256; i++)
      for (j = 0; j < 256; j++) {
        int offset = (i * 256 + j) * 4;
        int value = perm[(j + perm[i]) & 0xFF];
        pixels.put(offset, (byte) (grad3[value & 0x0F][0] * 64 + 64)); // Gradient x
        pixels.put(offset + 1, (byte) (grad3[value & 0x0F][1] * 64 + 64)); // Gradient y
        pixels.put(offset + 2, (byte) (grad3[value & 0x0F][2] * 64 + 64)); // Gradient z
        pixels.put(offset + 3, (byte) value); // Permuted index
      }

    // GLFW texture loading functions won't work here - we need
    // GL.GL_NEAREST lookup.
    gl.glTexImage2D(
        GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, 256, 256, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
  }
Exemple #3
0
 /**
  * Creates a texture in the given OpenGL context.
  *
  * @param gl the context
  * @param image the RGB or RGBA image serving as texture source
  * @param repeat whether the texture should should have repeat mode activated
  * @return the texture name (ID)
  */
 private static int createTexture(GL gl, BufferedImage image, boolean repeat) {
   if (image == null) {
     return -1;
   }
   final int[] tmp = new int[1];
   gl.glGenTextures(1, tmp, 0);
   int tex = tmp[0];
   gl.glBindTexture(GL_TEXTURE_2D, tex);
   int[] data = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
   ByteBuffer dest = ByteBuffer.allocate(data.length * BufferUtil.SIZEOF_INT); // TODO direct?
   dest.order(ByteOrder.nativeOrder());
   dest.asIntBuffer().put(data, 0, data.length);
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   int wrapMode = (repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
   gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
   int oglFormat = (image.getType() == BufferedImage.TYPE_INT_ARGB) ? GL_RGBA : GL_RGB;
   gl.glTexImage2D(
       GL_TEXTURE_2D,
       0,
       oglFormat,
       image.getWidth(),
       image.getHeight(),
       0,
       GL_BGRA,
       GL_UNSIGNED_BYTE,
       dest);
   // (new GLU()).gluBuild2DMipmaps(GL.GL_TEXTURE_2D, GL.GL_RGB, image.getWidth(),
   // image.getHeight(), GL.GL_BGRA,
   // GL.GL_UNSIGNED_BYTE, dest);
   return tex;
 }
  void LoadTextures(final GL gl) {
    // There is only one texture needed here--we'll set up a basic
    // checkerboard--which is used to modulate the diffuse channel in the
    // fragment shader.
    final int[] handle = new int[1];
    gl.glGenTextures(1, handle, 0);

    // Basic OpenGL texture state setup
    gl.glBindTexture(GL.GL_TEXTURE_2D, handle[0]);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
    gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);

    // Fill in the texture map.
    final int RES = 512;
    final float[] data = new float[RES * RES * 4];
    int dp = 0;
    for (int i = 0; i < RES; ++i)
      for (int j = 0; j < RES; ++j) {
        if ((i / 32 + j / 32) % 2 != 0) {
          data[dp++] = .7f;
          data[dp++] = .7f;
          data[dp++] = .7f;
        } else {
          data[dp++] = .1f;
          data[dp++] = .1f;
          data[dp++] = .1f;
        }
        data[dp++] = 1.0f;
      }

    gl.glTexImage2D(
        GL.GL_TEXTURE_2D,
        0,
        GL.GL_RGBA,
        RES,
        RES,
        0,
        GL.GL_RGBA,
        GL.GL_FLOAT,
        FloatBuffer.wrap(data));

    // Tell Cg which texture handle should be associated with the sampler2D
    // parameter to the fragment shader.
    CgGL.cgGLSetTextureParameter(
        CgGL.cgGetNamedParameter(fragmentProgram, "diffuseMap"), handle[0]);
  }
Exemple #5
0
 public static int genTexture(GL gl) {
   int[] handle = new int[1];
   gl.glGenTextures(1, handle, 0);
   return handle[0];
 }
 /**
  * Creates a new texture ID.
  *
  * @param gl the GL object associated with the current OpenGL context
  * @return a new texture ID
  */
 private static int createTextureID(GL gl) {
   int[] tmp = new int[1];
   gl.glGenTextures(1, tmp, 0);
   return tmp[0];
 }
  public void updateTexImageData(Image img, Texture.Type type, int unit) {
    int texId = img.getId();
    GL gl = GLContext.getCurrentGL();
    if (texId == -1) {
      // create texture
      gl.glGenTextures(1, ib1);
      texId = ib1.get(0);
      img.setId(texId);
      objManager.registerObject(img);

      statistics.onNewTexture();
    }

    // bind texture
    int target = convertTextureType(type);
    //        if (context.boundTextureUnit != unit) {
    //            glActiveTexture(GL_TEXTURE0 + unit);
    //            context.boundTextureUnit = unit;
    //        }
    if (context.boundTextures[unit] != img) {
      gl.glEnable(target);
      gl.glBindTexture(target, texId);
      context.boundTextures[unit] = img;

      statistics.onTextureUse(img, true);
    }

    // Check sizes if graphics card doesn't support NPOT
    if (!gl.isExtensionAvailable("GL_ARB_texture_non_power_of_two") && img.isNPOT()) {
      // Resize texture to Power-of-2 size
      MipMapGenerator.resizeToPowerOf2(img);
    }

    if (!img.hasMipmaps() && img.isGeneratedMipmapsRequired()) {
      // No pregenerated mips available,
      // generate from base level if required

      // Check if hardware mips are supported
      if (gl.isExtensionAvailable("GL_VERSION_1_4")) {
        gl.glTexParameteri(target, GL2ES1.GL_GENERATE_MIPMAP, GL.GL_TRUE);
      } else {
        MipMapGenerator.generateMipMaps(img);
      }
      img.setMipmapsGenerated(true);
    } else {
    }

    if (img.getWidth() > maxTexSize || img.getHeight() > maxTexSize) {
      throw new RendererException(
          "Cannot upload texture "
              + img
              + ". The maximum supported texture resolution is "
              + maxTexSize);
    }

    /*
    if (target == GL_TEXTURE_CUBE_MAP) {
    List<ByteBuffer> data = img.getData();
    if (data.size() != 6) {
    logger.log(Level.WARNING, "Invalid texture: {0}\n"
    + "Cubemap textures must contain 6 data units.", img);
    return;
    }
    for (int i = 0; i < 6; i++) {
    TextureUtil.uploadTexture(img, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, i, 0, tdc);
    }
    } else if (target == EXTTextureArray.GL_TEXTURE_2D_ARRAY_EXT) {
    List<ByteBuffer> data = img.getData();
    // -1 index specifies prepare data for 2D Array
    TextureUtil.uploadTexture(img, target, -1, 0, tdc);
    for (int i = 0; i < data.size(); i++) {
    // upload each slice of 2D array in turn
    // this time with the appropriate index
    TextureUtil.uploadTexture(img, target, i, 0, tdc);
    }
    } else {*/
    TextureUtil.uploadTexture(img, target, 0, 0, false);
    // }

    img.clearUpdateNeeded();
  }
Exemple #8
0
  /**
   * Loads a TGA file into memory
   *
   * @param gl
   * @param texture
   * @param filename
   * @throws IOException
   */
  private void loadTGA(GL gl, TextureImage texture, String filename) throws IOException {
    // Used To Compare TGA Header
    ByteBuffer TGAcompare = GLBuffers.newDirectByteBuffer(12);
    // Uncompressed TGA Header
    byte[] TGAheader = new byte[] {0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    ByteBuffer header = GLBuffers.newDirectByteBuffer(6); // First 6 Useful
    // Bytes
    // From The
    // Header

    int bytesPerPixel, // Holds Number Of Bytes Per Pixel Used In The TGA
        // File
        imageSize, // Used To Store The Image Size When Setting Aside Ram
        type = GL.GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)

    ReadableByteChannel file = null;

    try {
      file = Channels.newChannel(ResourceRetriever.getResourceAsStream(filename));
      readBuffer(file, TGAcompare);
      readBuffer(file, header);

      for (int i = 0; i < TGAcompare.capacity(); i++)
        // Does The Header Match What We Want?
        if (TGAcompare.get(i) != TGAheader[i]) {
          throw new IOException("Invalid TGA header");
        }

      texture.width = header.get(1) << 8 | header.get(0); // Determine The
      // TGA
      // Width(highbyte*256+lowbyte)
      texture.height = header.get(3) << 8 | header.get(2); // Determine
      // The TGA
      // Height(highbyte*256+lowbyte)

      if (texture.width <= 0) { // Is The Width Less Than Or Equal To Zero
        throw new IOException("Image has negative width");
      }
      if (texture.height <= 0) { // Is The Height Less Than Or Equal To
        // Zero
        throw new IOException("Image has negative height");
      }
      if (header.get(4) != 24 && header.get(4) != 32) { // Is The TGA 24
        // or 32 Bit?
        throw new IOException("Image is not 24 or 32-bit");
      }

      texture.bpp = header.get(4); // Grab The TGA's Bits Per Pixel (24 or
      // 32)
      bytesPerPixel = texture.bpp / 8; // Divide By 8 To Get The Bytes Per
      // Pixel

      // Calculate the memory required for the TGA Data
      imageSize = texture.width * texture.height * bytesPerPixel;

      // Reserve memory to hold the TGA Data
      texture.imageData = GLBuffers.newDirectByteBuffer(imageSize);

      readBuffer(file, texture.imageData);

      // Loop Through The Image Data
      for (int i = 0; i < imageSize; i += bytesPerPixel) {
        // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)

        // Temporarily Store The Value At Image Data 'i'
        byte temp = texture.imageData.get(i);

        // Set the 1st Byte to the value Of the 3rd Byte
        texture.imageData.put(i, texture.imageData.get(i + 2));

        // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
        texture.imageData.put(i + 2, temp);
      }

      // Build A Texture From The Data
      gl.glGenTextures(1, texture.texID, 0); // Generate OpenGL texture
      // IDs
      gl.glBindTexture(GL.GL_TEXTURE_2D, texture.texID[0]); // Bind Our
      // Texture
      gl.glTexParameterf(
          GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); // Linear Filtered
      gl.glTexParameterf(
          GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); // Linear Filtered

      if (texture.bpp == 24) // Was The TGA 24 Bits
      type = GL.GL_RGB; // If So Set The 'type' To GL_RGB

      gl.glTexImage2D(
          GL.GL_TEXTURE_2D,
          0,
          type,
          texture.width,
          texture.height,
          0,
          type,
          GL.GL_UNSIGNED_BYTE,
          texture.imageData);
    } finally {
      if (file != null) {
        try {
          file.close();
        } catch (IOException n) {
        }
      }
    }
  }
  /**
   * Issue ogl commands needed for this component
   *
   * @param gl The gl context to draw with
   */
  public void render(GL gl) {
    if (numSources == 0) return;

    Integer t_id = textureIdMap.get(gl);
    if (t_id == null) {
      int[] tex_id_tmp = new int[1];
      gl.glGenTextures(1, tex_id_tmp, 0);
      textureIdMap.put(gl, new Integer(tex_id_tmp[0]));

      gl.glBindTexture(textureType, tex_id_tmp[0]);

      // Set the flag so that we update later in the method
      imageChanged.put(gl, true);
      stateChanged.put(gl, true);
      updateManagers[0].addContext(gl);
    } else {
      gl.glBindTexture(textureType, t_id.intValue());
    }

    if (stateChanged.getState(gl)) {
      stateChanged.put(gl, false);

      gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
      gl.glTexParameteri(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_WRAP_S, boundaryModeS);

      gl.glTexParameteri(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_WRAP_T, boundaryModeT);

      gl.glTexParameteri(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_WRAP_R, boundaryModeR);

      int mode = 0;
      switch (magFilter) {
        case MAGFILTER_FASTEST:
        case MAGFILTER_BASE_LEVEL_POINT:
          mode = GL.GL_NEAREST;
          break;

        case MAGFILTER_NICEST:
        case MAGFILTER_BASE_LEVEL_LINEAR:
          mode = GL.GL_LINEAR;
          break;

        default:
          System.out.println("Unknown mode in MagFilter: " + magFilter);
      }

      gl.glTexParameteri(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_MAG_FILTER, mode);

      switch (minFilter) {
        case MINFILTER_FASTEST:
        case MINFILTER_BASE_LEVEL_POINT:
          mode = GL.GL_NEAREST;
          break;

        case MINFILTER_BASE_LEVEL_LINEAR:
          mode = GL.GL_LINEAR;
          break;

        case MINFILTER_MULTI_LEVEL_LINEAR:
          mode = GL.GL_LINEAR_MIPMAP_LINEAR;
          break;

        case MINFILTER_MULTI_LEVEL_POINT:
          mode = GL.GL_NEAREST_MIPMAP_NEAREST;
          break;

        case MINFILTER_NICEST:
          mode = (numSources > 1) ? GL.GL_LINEAR_MIPMAP_LINEAR : GL.GL_LINEAR;
          break;

        default:
          System.out.println("Unknown mode in MinFilter: " + minFilter);
      }

      gl.glTexParameteri(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_MIN_FILTER, mode);

      if (anisotropicMode != ANISOTROPIC_MODE_NONE) {
        gl.glTexParameterf(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropicDegree);
      }

      if (priority >= 0) {
        gl.glTexParameterf(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_PRIORITY, priority);
      }

      if (borderColor != null) {
        gl.glTexParameterfv(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_BORDER_COLOR, borderColor, 0);
      }

      if (format == FORMAT_DEPTH_COMPONENT) {
        gl.glTexParameterf(GL.GL_TEXTURE_3D, GL.GL_DEPTH_TEXTURE_MODE, depthComponentMode);

        gl.glTexParameterf(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_COMPARE_MODE, compareMode);

        gl.glTexParameterf(GL.GL_TEXTURE_3D, GL.GL_TEXTURE_COMPARE_FUNC, compareFunction);
      }
    }

    if (imageChanged.getState(gl)) {
      imageChanged.put(gl, false);

      TextureComponent3D img = (TextureComponent3D) sources[0];
      int width = img.getWidth();
      int height = img.getHeight();
      int depth = img.getDepth();

      int num_levels = (mipMapMode == MODE_BASE_LEVEL) ? 1 : img.getNumLevels();

      for (int i = 0; i < num_levels; i++) {
        ByteBuffer pixels = img.getData(i);
        pixels.rewind();
        int comp_format = img.getFormat(i);
        int int_format = GL.GL_RGB;
        int ext_format = GL.GL_RGB;

        switch (comp_format) {
          case TextureComponent.FORMAT_RGB:
            int_format = GL.GL_RGB;
            ext_format = GL.GL_RGB;
            break;

          case TextureComponent.FORMAT_RGBA:
            int_format = GL.GL_RGBA;
            ext_format = GL.GL_RGBA;
            break;

          case TextureComponent.FORMAT_BGR:
            int_format = GL.GL_BGR;
            ext_format = GL.GL_BGR;
            break;

          case TextureComponent.FORMAT_BGRA:
            int_format = GL.GL_BGRA;
            ext_format = GL.GL_BGRA;
            break;

          case TextureComponent.FORMAT_INTENSITY_ALPHA:
            int_format = GL.GL_LUMINANCE_ALPHA;
            ext_format = GL.GL_LUMINANCE_ALPHA;
            break;

          case TextureComponent.FORMAT_SINGLE_COMPONENT:
            switch (format) {
              case FORMAT_INTENSITY:
                int_format = GL.GL_INTENSITY;
                ext_format = GL.GL_LUMINANCE;
                break;

              case FORMAT_LUMINANCE:
                int_format = GL.GL_LUMINANCE;
                ext_format = GL.GL_LUMINANCE;
                break;

              case FORMAT_ALPHA:
                int_format = GL.GL_ALPHA;
                ext_format = GL.GL_ALPHA;
            }
            break;
        }

        gl.glTexImage3D(
            GL.GL_TEXTURE_3D,
            i,
            int_format,
            width,
            height,
            depth,
            0,
            ext_format,
            GL.GL_UNSIGNED_BYTE,
            pixels);

        pixels.clear();
        pixels = null;
        // TODO: Do we want this?  We lose caching but it saves one copy of the texture
        // sources[0].clearData(i);

        if (width > 1) width = width >> 1;

        if (height > 1) height = height >> 1;

        if (depth > 1) depth = depth >> 1;
      }
    }

    // Any updates? Do those now
    int num_updates = updateManagers[0].getNumUpdatesPending(gl);

    if (num_updates != 0) {
      TextureUpdateData[] tud = updateManagers[0].getUpdatesAndClear(gl);

      for (int i = 0; i < num_updates; i++) {
        tud[i].pixels.rewind();
        gl.glTexSubImage3D(
            GL.GL_TEXTURE_3D,
            tud[i].level,
            tud[i].x,
            tud[i].y,
            tud[i].z,
            tud[i].width,
            tud[i].height,
            tud[i].depth,
            tud[i].format,
            GL.GL_UNSIGNED_BYTE,
            tud[i].pixels);
      }
    }
  }
Exemple #10
0
  public void prerenderToTexture(GL gl) {
    int texSize = 256;
    final int[] tmp = new int[1];
    gl.glGenTextures(1, tmp, 0);
    textureID = tmp[0];
    gl.glBindTexture(GL_TEXTURE_2D, textureID);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    gl.glTexImage2D(
        GL_TEXTURE_2D, 0, GL_RGBA, texSize, texSize, 0, GL_BGRA, GL_UNSIGNED_BYTE, null);

    final int[] fbo = new int[1];
    gl.glGenFramebuffersEXT(1, IntBuffer.wrap(fbo));
    gl.glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo[0]);
    gl.glFramebufferTexture2DEXT(
        GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureID, 0);

    gl.glDrawBuffers(1, IntBuffer.wrap(new int[] {GL_COLOR_ATTACHMENT0_EXT}));

    final int[] rba = new int[1];
    gl.glGenRenderbuffersEXT(1, IntBuffer.wrap(rba));
    gl.glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rba[0]);
    gl.glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, texSize, texSize);
    gl.glFramebufferRenderbufferEXT(
        GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rba[0]);

    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glPushAttrib(GL_VIEWPORT_BIT);
    gl.glViewport(0, 0, texSize, texSize);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glOrtho(0, texSize, 0, texSize, 0, 10);
    gl.glMatrixMode(GL.GL_MODELVIEW);

    Set<MapElement> map = State.getInstance().getMapInfo().queryElements(detailLevel, bounds, true);

    gl.glDisable(GL_TEXTURE_2D);
    gl.glColor3f(1, 1, 1);
    for (MapElement element : map) {
      if (element instanceof Street) {
        drawLine(
            gl,
            ((Street) element).getDrawingSize() / (float) Projection.getZoomFactor(detailLevel),
            ((Street) element).getNodes());
      }
    }
    gl.glColor3f(0.3f, 0.3f, 0.3f);
    for (MapElement element : map) {
      if ((element instanceof Area) && (((Area) element).getWayInfo().isBuilding())) {
        gl.glBegin(GL_POLYGON);
        for (Node node : ((Area) element).getNodes()) {
          Coordinates pos = getLocalCoordinates(node.getPos());
          gl.glVertex3f(pos.getLongitude(), pos.getLatitude(), 0f);
        }
        gl.glEnd();
      }
    }

    gl.glEnable(GL_TEXTURE_2D);

    gl.glMatrixMode(GL.GL_PROJECTION);
    gl.glPopMatrix();
    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glPopAttrib();
    gl.glPopMatrix();

    gl.glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
    gl.glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
    gl.glDeleteFramebuffersEXT(1, fbo, 0);
    gl.glDeleteRenderbuffersEXT(1, rba, 0);
  }