use GLShader for PolygonLayer

This commit is contained in:
Hannes Janetzek 2014-03-20 13:28:41 +01:00
parent 357713b3a2
commit 0fb0aa59c2
3 changed files with 115 additions and 162 deletions

View File

@ -1,11 +1,15 @@
#ifdef GLES
precision mediump float;
#endif
uniform mat4 u_mvp;
attribute vec4 a_pos;
void main() {
gl_Position = u_mvp * a_pos;
}
§
$$
#ifdef GLES
precision mediump float;
#endif
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;

View File

@ -0,0 +1,28 @@
#ifdef GLES
precision mediump float;
#endif
uniform mat4 u_mvp;
uniform vec2 u_scale;
attribute vec4 a_pos;
varying vec2 v_st;
varying vec2 v_st2;
void
main(){
v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);
v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);
gl_Position = u_mvp * a_pos;
}
$$
#ifdef GLES
precision mediump float;
#endif
uniform vec4 u_color;
uniform sampler2D tex;
uniform vec2 u_scale;
varying vec2 v_st;
varying vec2 v_st2;
void
main(){
gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x);
}

View File

@ -16,14 +16,10 @@
*/
package org.oscim.renderer.elements;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import org.oscim.backend.GL20;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.Tile;
import org.oscim.renderer.GLMatrix;
import org.oscim.renderer.GLShader;
import org.oscim.renderer.GLState;
import org.oscim.renderer.GLUtils;
import org.oscim.renderer.GLViewport;
@ -117,9 +113,25 @@ public final class PolygonLayer extends RenderElement {
si.used = outPos;
}
static class Shader extends GLShader {
int uMVP, uColor, uScale, aPos;
Shader(String shaderFile) {
if (!create(shaderFile))
return;
uMVP = getUniform("u_mvp");
aPos = getAttrib("a_pos");
if (shaderFile == "polygon_layer_tex")
uScale = getUniform("u_scale");
else
uColor = getUniform("u_color");
}
}
public static final class Renderer {
private static final int POLYGON_VERTICES_DATA_POS_OFFSET = 0;
private static final int STENCIL_BITS = 8;
private final static int CLIP_BIT = 0x80;
@ -127,40 +139,12 @@ public final class PolygonLayer extends RenderElement {
private static AreaStyle[] mAreaFills;
private static int numShaders = 2;
private static int polyShader = 0;
private static int texShader = 1;
private static int[] polygonProgram = new int[numShaders];
private static int[] hPolygonVertexPosition = new int[numShaders];
private static int[] hPolygonMatrix = new int[numShaders];
private static int[] hPolygonColor = new int[numShaders];
private static int[] hPolygonScale = new int[numShaders];
private static Shader polyShader;
private static Shader texShader;
static boolean init() {
for (int i = 0; i < numShaders; i++) {
// Set up the program for rendering polygons
if (i == 0) {
polygonProgram[i] = ShaderProgram.loadShader("simple_shader");
//polygonProgram[i] = GLUtils.createProgram(polygonVertexShader,
// polygonFragmentShader);
} else if (i == 1) {
polygonProgram[i] = ShaderProgram.loadShader("poly_texture");
}
if (polygonProgram[i] == 0) {
log.error("Could not create polygon program.");
return false;
}
hPolygonMatrix[i] = GL.glGetUniformLocation(polygonProgram[i], "u_mvp");
hPolygonColor[i] = GL.glGetUniformLocation(polygonProgram[i], "u_color");
hPolygonScale[i] = GL.glGetUniformLocation(polygonProgram[i], "u_scale");
hPolygonVertexPosition[i] = GL.glGetAttribLocation(polygonProgram[i], "a_pos");
}
polyShader = new Shader("base_shader");
texShader = new Shader("polygon_layer_tex");
mAreaFills = new AreaStyle[STENCIL_BITS];
@ -175,17 +159,18 @@ public final class PolygonLayer extends RenderElement {
/* do not modify stencil buffer */
GL.glStencilMask(0x00);
int shader = polyShader;
//int shader = polyShader;
Shader s = setShader(polyShader, v, false);
for (int c = start; c < end; c++) {
AreaStyle a = mAreaFills[c].current();
if (enableTexture && a.texture != null) {
shader = texShader;
setShader(texShader, v);
s = setShader(texShader, v, false);
float num = FastMath.clamp((Tile.SIZE / a.texture.width) >> 1, 1, Tile.SIZE);
float transition = Interpolation.exp5.apply(FastMath.clamp(scale - 1, 0, 1));
GL.glUniform2f(hPolygonScale[1], transition, div / num);
GL.glUniform2f(s.uScale, transition, div / num);
//if (a.texture.alpha);
GLState.blend(true);
@ -202,17 +187,17 @@ public final class PolygonLayer extends RenderElement {
}
GLState.blend(true);
GLUtils.setColor(hPolygonColor[shader], a.color, f);
GLUtils.setColor(s.uColor, a.color, f);
} else if (a.blendScale > 0 && a.blendScale <= zoom) {
/* blend colors (not alpha) */
GLState.blend(false);
if (a.blendScale == zoom)
GLUtils.setColorBlend(hPolygonColor[shader],
a.color, a.blendColor, scale - 1.0f);
GLUtils.setColorBlend(s.uColor, a.color,
a.blendColor, scale - 1.0f);
else
GLUtils.setColor(hPolygonColor[shader], a.blendColor, 1);
GLUtils.setColor(s.uColor, a.blendColor, 1);
} else {
if (a.color < 0xff000000)
@ -220,38 +205,37 @@ public final class PolygonLayer extends RenderElement {
else
GLState.blend(false);
GLUtils.setColor(hPolygonColor[shader], a.color, 1);
GLUtils.setColor(s.uColor, a.color, 1);
}
// set stencil buffer mask used to draw this layer
// also check that clip bit is set to avoid overdraw
// of other tiles
/* set stencil buffer mask used to draw this layer
* also check that clip bit is set to avoid overdraw
* of other tiles */
GL.glStencilFunc(GL20.GL_EQUAL, 0xff, CLIP_BIT | 1 << c);
/* draw tile fill coordinates */
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
if (shader != polyShader) {
// disable texture shader
setShader(polyShader, v);
shader = polyShader;
}
/* disable texture shader */
if (s != polyShader)
s = setShader(polyShader, v, false);
}
}
// current layer to fill (0 - STENCIL_BITS-1)
private static int mCount;
private static void setShader(int shader, GLViewport v) {
GLState.useProgram(polygonProgram[shader]);
private static Shader setShader(Shader shader, GLViewport v, boolean first) {
if (shader.useProgram() || first) {
GLState.enableVertexArrays(hPolygonVertexPosition[shader], -1);
GLState.enableVertexArrays(shader.aPos, -1);
GL.glVertexAttribPointer(hPolygonVertexPosition[shader], 2,
GL20.GL_SHORT, false, 0,
POLYGON_VERTICES_DATA_POS_OFFSET);
GL.glVertexAttribPointer(shader.aPos, 2,
GL20.GL_SHORT, false, 0, 0);
v.mvp.setAsUniform(hPolygonMatrix[shader]);
v.mvp.setAsUniform(shader.uMVP);
}
return shader;
}
/**
@ -281,7 +265,7 @@ public final class PolygonLayer extends RenderElement {
GLState.test(false, true);
setShader(polyShader, v);
setShader(polyShader, v, first);
int zoom = v.pos.zoomLevel;
float scale = (float) v.pos.getZoomScale();
@ -346,7 +330,7 @@ public final class PolygonLayer extends RenderElement {
}
public static void clip(GLViewport v) {
setShader(polyShader, v);
setShader(polyShader, v, true);
drawStencilRegion(true, 1);
/* disable writes to stencil buffer */
@ -413,10 +397,11 @@ public final class PolygonLayer extends RenderElement {
* and 'alpha' to fake a fade effect.
*/
public static void drawOver(GLViewport v, int color, float alpha) {
setShader(polyShader, v);
// TODO true could be avoided when same shader and vbo
setShader(polyShader, v, true);
if (color != 0) {
GLUtils.setColor(hPolygonColor[0], color, alpha);
GLUtils.setColor(polyShader.uColor, color, alpha);
GLState.blend(true);
} else {
/* disable drawing to framebuffer (will be re-enabled in fill) */
@ -441,103 +426,39 @@ public final class PolygonLayer extends RenderElement {
GL.glColorMask(true, true, true, true);
}
private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f };
private static float[] debugFillColor2 = { .8f, .8f, .8f, .8f };
private static FloatBuffer mDebugFill;
//private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f };
//private static float[] debugFillColor2 = { .8f, .8f, .8f, .8f };
//private static FloatBuffer mDebugFill;
static void debugDraw(GLMatrix m, float[] coords, int color) {
GLState.test(false, false);
if (mDebugFill == null) {
mDebugFill = ByteBuffer
.allocateDirect(32)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
mDebugFill.put(coords);
}
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
mDebugFill.position(0);
GLState.useProgram(polygonProgram[0]);
GL.glEnableVertexAttribArray(hPolygonVertexPosition[0]);
GL.glVertexAttribPointer(hPolygonVertexPosition[0], 2, GL20.GL_FLOAT,
false, 0, mDebugFill);
m.setAsUniform(hPolygonMatrix[0]);
if (color == 0)
GLUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor);
else
GLUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor2);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
GLUtils.checkGlError("draw debug");
}
// private final static String polygonVertexShader = ""
// + "precision mediump float;"
// + "uniform mat4 u_mvp;"
// + "attribute vec4 a_pos;"
// + "void main() {"
// + " gl_Position = u_mvp * a_pos;"
// + "}";
//static void debugDraw(GLMatrix m, float[] coords, int color) {
// GLState.test(false, false);
// if (mDebugFill == null) {
// mDebugFill = ByteBuffer
// .allocateDirect(32)
// .order(ByteOrder.nativeOrder())
// .asFloatBuffer();
// mDebugFill.put(coords);
// }
//
// private final static String polygonFragmentShader = ""
// + "precision mediump float;"
// + "uniform vec4 u_color;"
// + "void main() {"
// + " gl_FragColor = u_color;"
// + "}";
// private final static String polygonVertexShaderZ = ""
// + "precision highp float;"
// + "uniform mat4 u_mvp;"
// + "attribute vec4 a_pos;"
// + "varying float z;"
// + "void main() {"
// + " gl_Position = u_mvp * a_pos;"
// + " z = gl_Position.z;"
// + "}";
// private final static String polygonFragmentShaderZ = ""
// + "precision highp float;"
// + "uniform vec4 u_color;"
// + "varying float z;"
// + "void main() {"
// + "if (z < -1.0)"
// + " gl_FragColor = vec4(0.0, z + 2.0, 0.0, 1.0)*0.8;"
// + "else if (z < 0.0)"
// + " gl_FragColor = vec4(z + 1.0, 0.0, 0.0, 1.0)*0.8;"
// + "else if (z < 1.0)"
// + " gl_FragColor = vec4(0.0, 0.0, z, 1.0)*0.8;"
// + "else"
// + " gl_FragColor = vec4(0.0, z - 1.0, 0.0, 1.0)*0.8;"
// + "}";
// private final static String textureVertexShader = ""
// + "precision mediump float;"
// + "uniform mat4 u_mvp;"
// + "uniform vec2 u_scale;"
// + "attribute vec4 a_pos;"
// + "varying vec2 v_st;"
// + "varying vec2 v_st2;"
// + "void main() {"
// + " v_st = clamp(a_pos.xy, 0.0, 1.0) * (2.0 / u_scale.y);"
// + " v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y);"
// + " gl_Position = u_mvp * a_pos;"
// + "}";
// GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
//
// private final static String textureFragmentShader = ""
// + "precision mediump float;"
// + "uniform vec4 u_color;"
// + "uniform sampler2D tex;"
// + "uniform vec2 u_scale;"
// + "varying vec2 v_st;"
// + "varying vec2 v_st2;"
// + "void main() {"
// + " gl_FragColor = mix(texture2D(tex, v_st), texture2D(tex, v_st2), u_scale.x);"
// + "}";
// mDebugFill.position(0);
// GLState.useProgram(polygonProgram[0]);
// GL.glEnableVertexAttribArray(hPolygonVertexPosition[0]);
//
// GL.glVertexAttribPointer(hPolygonVertexPosition[0], 2, GL20.GL_FLOAT,
// false, 0, mDebugFill);
//
// m.setAsUniform(hPolygonMatrix[0]);
//
// if (color == 0)
// GLUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor);
// else
// GLUtils.glUniform4fv(hPolygonColor[0], 1, debugFillColor2);
//
// GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
//
// GLUtils.checkGlError("draw debug");
//}
}
}