animate buildings
This commit is contained in:
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9d2ebab088
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@ -14,15 +14,135 @@
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*/
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package org.oscim.overlay;
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import org.oscim.core.MapPosition;
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import org.oscim.renderer.overlays.ExtrusionOverlay;
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import org.oscim.view.MapView;
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import android.os.CountDownTimer;
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import android.util.Log;
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import android.view.MotionEvent;
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/**
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* @author Hannes Janetzek
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*/
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public class BuildingOverlay extends Overlay {
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private final static String TAG = BuildingOverlay.class.getName();
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final ExtrusionOverlay mExtLayer;
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public BuildingOverlay(MapView mapView) {
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super();
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mLayer = new ExtrusionOverlay(mapView);
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mMapView = mapView;
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mExtLayer = new ExtrusionOverlay(mapView);
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mLayer = mExtLayer;
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}
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private final MapView mMapView;
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private int multi;
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private float mFadeTime = 300;
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private float mAlpha = 1;
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@Override
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public boolean onTouchEvent(MotionEvent e, MapView mapView) {
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int action = e.getAction() & MotionEvent.ACTION_MASK;
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if (action == MotionEvent.ACTION_POINTER_DOWN) {
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multi++;
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} else if (action == MotionEvent.ACTION_POINTER_UP) {
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multi--;
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if (mPrevZoom != 17 && mAlpha > 0) {
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// finish hiding
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//Log.d(TAG, "add multi hide timer " + mAlpha);
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addShowTimer(mFadeTime * mAlpha, false);
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}
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} else if (action == MotionEvent.ACTION_CANCEL) {
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multi = 0;
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Log.d(TAG, "cancel " + multi);
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mTimer.cancel();
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mTimer = null;
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}
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return false;
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}
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private byte mPrevZoom = 0;
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@Override
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public void onUpdate(MapPosition mapPosition, boolean changed) {
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byte z = mapPosition.zoomLevel;
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if (z == mPrevZoom)
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return;
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if (z == 17) {
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// start showing
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//Log.d(TAG, "add show timer " + mAlpha);
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addShowTimer(mFadeTime * (1 - mAlpha), true);
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} else if (mPrevZoom == 17) {
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// indicate hiding
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if (multi > 0) {
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//Log.d(TAG, "add fade timer " + mAlpha);
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addFadeTimer(mFadeTime * mAlpha, false);
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} else {
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//Log.d(TAG, "add hide timer " + mAlpha);
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addShowTimer(mFadeTime * mAlpha, false);
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}
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}
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mPrevZoom = z;
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}
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void fade(float duration, long tick, boolean dir, float max) {
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float a;
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if (dir)
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a = (1 - max) + (1 - (tick / duration)) * max;
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else
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a = (1 - max) + (tick / duration) * max;
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Log.d(TAG, "fade " + dir + " " + tick + "\t" + a);
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mAlpha = a;
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mExtLayer.setAlpha(a);
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mMapView.render();
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}
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/* package */CountDownTimer mTimer;
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private void addFadeTimer(final float ms, final boolean dir) {
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if (mTimer != null)
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mTimer.cancel();
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mTimer = new CountDownTimer((long) ms, 16) {
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@Override
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public void onTick(long tick) {
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fade(ms, tick, dir, 0.2f);
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}
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@Override
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public void onFinish() {
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fade(ms, 0, dir, 0.2f);
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mTimer = null;
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}
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}.start();
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}
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private void addShowTimer(final float ms, final boolean dir) {
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final float d = mFadeTime;
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if (mTimer != null)
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mTimer.cancel();
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mTimer = new CountDownTimer((long) ms, 16) {
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@Override
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public void onTick(long tick) {
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fade(d, tick, dir, 1);
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}
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@Override
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public void onFinish() {
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fade(d, 0, dir, 1);
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mTimer = null;
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}
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}.start();
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}
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}
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@ -44,12 +44,13 @@ public class ExtrusionOverlay extends RenderOverlay {
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super(mapView);
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}
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private static int extrusionProgram;
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private static int hExtrusionVertexPosition;
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private static int hExtrusionLightPosition;
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private static int hExtrusionMatrix;
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private static int hExtrusionColor;
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private static int hExtrusionMode;
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private static int[] extrusionProgram = new int[2];
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private static int[] hExtrusionVertexPosition = new int[2];
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private static int[] hExtrusionLightPosition = new int[2];
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private static int[] hExtrusionMatrix = new int[2];
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private static int[] hExtrusionColor = new int[2];
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private static int[] hExtrusionAlpha = new int[2];
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private static int[] hExtrusionMode = new int[2];
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private boolean initialized = false;
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@ -69,18 +70,23 @@ public class ExtrusionOverlay extends RenderOverlay {
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if (!initialized) {
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initialized = true;
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// Set up the program for rendering extrusions
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extrusionProgram = GlUtils.createProgram(extrusionVertexShader,
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extrusionFragmentShader);
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if (extrusionProgram == 0) {
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Log.e(TAG, "Could not create extrusion shader program.");
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return;
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for (int i = 0; i < 2; i++) {
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// Set up the program for rendering extrusions
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extrusionProgram[i] = GlUtils.createProgram(extrusionVertexShader[i],
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extrusionFragmentShader);
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if (extrusionProgram[i] == 0) {
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Log.e(TAG, "Could not create extrusion shader program.");
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return;
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}
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hExtrusionMatrix[i] = GLES20.glGetUniformLocation(extrusionProgram[i], "u_mvp");
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hExtrusionColor[i] = GLES20.glGetUniformLocation(extrusionProgram[i], "u_color");
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hExtrusionAlpha[i] = GLES20.glGetUniformLocation(extrusionProgram[i], "u_alpha");
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hExtrusionMode[i] = GLES20.glGetUniformLocation(extrusionProgram[i], "u_mode");
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hExtrusionVertexPosition[i] = GLES20.glGetAttribLocation(extrusionProgram[i],
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"a_pos");
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hExtrusionLightPosition[i] = GLES20.glGetAttribLocation(extrusionProgram[i],
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"a_light");
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}
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hExtrusionMatrix = GLES20.glGetUniformLocation(extrusionProgram, "u_mvp");
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hExtrusionColor = GLES20.glGetUniformLocation(extrusionProgram, "u_color");
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hExtrusionMode = GLES20.glGetUniformLocation(extrusionProgram, "u_mode");
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hExtrusionVertexPosition = GLES20.glGetAttribLocation(extrusionProgram, "a_position");
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hExtrusionLightPosition = GLES20.glGetAttribLocation(extrusionProgram, "a_light");
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ByteBuffer buf = ByteBuffer.allocateDirect(BUFFERSIZE)
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.order(ByteOrder.nativeOrder());
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@ -89,13 +95,18 @@ public class ExtrusionOverlay extends RenderOverlay {
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}
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int ready = 0;
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//if (curPos.zoomLevel < 17)
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mTileSet = TileManager.getActiveTiles(mTileSet);
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MapTile[] tiles = mTileSet.tiles;
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// FIXME just release tiles in this case
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if (mAlpha == 0) {
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isReady = false;
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return;
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}
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// keep a list of tiles available for rendering
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if (mTiles == null || mTiles.length != tiles.length)
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mTiles = new MapTile[tiles.length];
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ExtrusionLayer el;
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if (curPos.zoomLevel >= 17) {
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for (int i = 0; i < mTileSet.cnt; i++) {
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@ -161,12 +172,20 @@ public class ExtrusionOverlay extends RenderOverlay {
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int depthScale = 1;
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if (debug) {
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GLES20.glUseProgram(extrusionProgram);
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int shaderMode = 1;
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int uExtAlpha = hExtrusionAlpha[shaderMode];
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int uExtColor = hExtrusionColor[shaderMode];
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int uExtVertexPosition = hExtrusionVertexPosition[shaderMode];
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int uExtLightPosition = hExtrusionLightPosition[shaderMode];
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int uExtMatrix = hExtrusionMatrix[shaderMode];
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int uExtMode = hExtrusionMode[shaderMode];
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GLState.enableVertexArrays(hExtrusionVertexPosition, hExtrusionLightPosition);
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GLES20.glUniform1i(hExtrusionMode, 0);
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GLES20.glUniform4fv(hExtrusionColor, 4, mColor, 0);
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if (debug) {
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GLES20.glUseProgram(extrusionProgram[shaderMode]);
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GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
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GLES20.glUniform1i(uExtMode, 0);
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GLES20.glUniform4fv(uExtColor, 4, mColor, 0);
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GLState.test(false, false);
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@ -174,23 +193,23 @@ public class ExtrusionOverlay extends RenderOverlay {
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ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers;
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setMatrix(pos, mv, proj, tiles[i], div);
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GLES20.glUniformMatrix4fv(hExtrusionMatrix, 1, false, mv, 0);
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GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, el.mVertexBufferID);
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GLES20.glVertexAttribPointer(hExtrusionVertexPosition, 3,
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GLES20.glVertexAttribPointer(uExtVertexPosition, 3,
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GLES20.GL_SHORT, false, 8, 0);
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GLES20.glVertexAttribPointer(hExtrusionLightPosition, 2,
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GLES20.glVertexAttribPointer(uExtLightPosition, 2,
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GLES20.GL_UNSIGNED_BYTE, false, 8, 6);
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GLES20.glUniform4f(hExtrusionColor, 0.6f, 0.6f, 0.6f, 0.8f);
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GLES20.glUniform4f(uExtColor, 0.6f, 0.6f, 0.6f, 0.8f);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]),
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GLES20.GL_UNSIGNED_SHORT, 0);
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GLES20.glUniform4f(hExtrusionColor, 1.0f, 0.5f, 0.5f, 0.9f);
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GLES20.glUniform4f(uExtColor, 1.0f, 0.5f, 0.5f, 0.9f);
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GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
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GLES20.GL_UNSIGNED_SHORT,
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@ -204,16 +223,17 @@ public class ExtrusionOverlay extends RenderOverlay {
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GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT);
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GLState.test(true, false);
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GLES20.glUseProgram(extrusionProgram);
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GLState.enableVertexArrays(hExtrusionVertexPosition, -1);
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GLES20.glUseProgram(extrusionProgram[shaderMode]);
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GLState.enableVertexArrays(uExtVertexPosition, -1);
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GLES20.glEnable(GLES20.GL_CULL_FACE);
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GLES20.glCullFace(GLES20.GL_FRONT);
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GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
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GLES20.glDepthFunc(GLES20.GL_LESS);
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GLES20.glDepthMask(true);
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GLES20.glColorMask(false, false, false, false);
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GLES20.glUniform1i(hExtrusionMode, 0);
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GLES20.glUniform4fv(hExtrusionColor, 4, mColor, 0);
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GLES20.glUniform1i(uExtMode, 0);
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GLES20.glUniform4fv(uExtColor, 4, mColor, 0);
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GLES20.glUniform1f(uExtAlpha, mAlpha);
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// draw to depth buffer
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for (int i = 0; i < mTileCnt; i++) {
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@ -222,12 +242,12 @@ public class ExtrusionOverlay extends RenderOverlay {
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GLES20.glPolygonOffset(depthScale, GLRenderer.depthOffset(tiles[i]));
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setMatrix(pos, mv, proj, tiles[i], div);
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GLES20.glUniformMatrix4fv(hExtrusionMatrix, 1, false, mv, 0);
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GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, el.mVertexBufferID);
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GLES20.glVertexAttribPointer(hExtrusionVertexPosition, 3,
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GLES20.glVertexAttribPointer(uExtVertexPosition, 3,
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GLES20.GL_SHORT, false, 8, 0);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES,
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@ -236,7 +256,7 @@ public class ExtrusionOverlay extends RenderOverlay {
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}
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// enable color buffer, use depth mask
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GLState.enableVertexArrays(hExtrusionVertexPosition, hExtrusionLightPosition);
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GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
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GLES20.glColorMask(true, true, true, true);
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GLES20.glDepthMask(false);
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GLES20.glDepthFunc(GLES20.GL_LEQUAL);
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@ -247,33 +267,33 @@ public class ExtrusionOverlay extends RenderOverlay {
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GLES20.glPolygonOffset(depthScale, GLRenderer.depthOffset(tiles[i]));
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setMatrix(pos, mv, proj, tiles[i], div);
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GLES20.glUniformMatrix4fv(hExtrusionMatrix, 1, false, mv, 0);
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GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, el.mVertexBufferID);
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GLES20.glVertexAttribPointer(hExtrusionVertexPosition, 3,
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GLES20.glVertexAttribPointer(uExtVertexPosition, 3,
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GLES20.GL_SHORT, false, 8, 0);
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GLES20.glVertexAttribPointer(hExtrusionLightPosition, 2,
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GLES20.glVertexAttribPointer(uExtLightPosition, 2,
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GLES20.GL_UNSIGNED_BYTE, false, 8, 6);
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// draw roof
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GLES20.glUniform1i(hExtrusionMode, 0);
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GLES20.glUniform1i(uExtMode, 0);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[2],
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GLES20.GL_UNSIGNED_SHORT, (el.mIndiceCnt[0] + el.mIndiceCnt[1]) * 2);
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// draw sides 1
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GLES20.glUniform1i(hExtrusionMode, 1);
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GLES20.glUniform1i(uExtMode, 1);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[0],
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GLES20.GL_UNSIGNED_SHORT, 0);
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// draw sides 2
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GLES20.glUniform1i(hExtrusionMode, 2);
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GLES20.glUniform1i(uExtMode, 2);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1],
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GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2);
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GLES20.glUniform1i(hExtrusionMode, 3);
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GLES20.glUniform1i(uExtMode, 3);
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GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
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GLES20.GL_UNSIGNED_SHORT,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);
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@ -295,7 +315,8 @@ public class ExtrusionOverlay extends RenderOverlay {
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float y = (float) (tile.pixelY - mapPosition.y * div);
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float scale = mapPosition.scale / div;
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Matrix.setIdentityM(matrix, 0);
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for (int i = 0; i < 16; i++)
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matrix[i] = 0;
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// translate relative to map center
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matrix[12] = x * scale;
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@ -306,70 +327,112 @@ public class ExtrusionOverlay extends RenderOverlay {
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matrix[0] = scale;
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matrix[5] = scale;
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matrix[10] = scale / 1000f;
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matrix[15] = 1;
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Matrix.multiplyMM(matrix, 0, proj, 0, matrix, 0);
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}
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private final float _a = 0.8f;
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private final float _r = 0xea;
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private final float _g = 0xe8;
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private final float _b = 0xe6;
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private final float _o = 50;
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private final float _s = 16;
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private final float _l = 8;
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private float mAlpha = 1;
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private final float[] mColor = {
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// roof color
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236 / 255f * _a, 235 / 255f * _a, 234 / 255f * _a, _a,
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// sligthly differ adjacent side faces to improve contrast
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201 / 255f, 200 / 255f, 198 / 255f, _a,
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200 / 255f, 200 / 255f, 196 / 255f, _a,
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_a * ((_r + _l) / 255),
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_a * ((_g + _l) / 255),
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_a * ((_b + _l) / 255),
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_a,
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// sligthly differ adjacent side
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// faces to improve contrast
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_a * ((_r - _s + 1) / 255),
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_a * ((_g - _s) / 255),
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_a * ((_b - _s) / 255),
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_a,
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_a * ((_r - _s) / 255),
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_a * ((_g - _s) / 255),
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_a * ((_b - _s - 2) / 255),
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_a,
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// roof outline
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0.75f, 0.75f, 0.75f, 1.0f
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(_r - _o) / 255,
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(_g - _o) / 255,
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(_b - _o) / 255,
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1.0f,
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};
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final static String extrusionVertexShader = ""
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+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "uniform vec4 u_color[4];"
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+ "uniform int u_mode;"
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+ "attribute vec4 a_position;"
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+ "attribute vec2 a_light;"
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+ "varying vec4 color;"
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+ "const float ff = 255.0;"
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+ "const float a = 0.8;"
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+ "void main() {"
|
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+ " gl_Position = u_mvp * a_position;"
|
||||
+ " if (u_mode == 0)"
|
||||
// roof / depth pass
|
||||
+ " color = u_color[0];"
|
||||
+ " else if (u_mode == 1)"
|
||||
// sides 1 - use 0xff00
|
||||
+ " color = vec4(u_color[1].rgb * ((0.90 + (0.5 - (a_light.y / ff)) * 0.2) * a), a);"
|
||||
+ " else if (u_mode == 2)"
|
||||
// sides 2 - use 0x00ff
|
||||
+ " color = vec4(u_color[2].rgb * ((0.90 + (0.5 - (a_light.x / ff)) * 0.2) * a), a);"
|
||||
+ " else"
|
||||
// outline - decrease contrast with distance
|
||||
+ " color = u_color[3] * (0.98 + gl_Position.z * 0.02);"
|
||||
+ "}";
|
||||
final static String[] extrusionVertexShader = {
|
||||
"precision mediump float;"
|
||||
+ "uniform mat4 u_mvp;"
|
||||
+ "uniform vec4 u_color[4];"
|
||||
+ "uniform int u_mode;"
|
||||
+ "uniform float u_alpha;"
|
||||
+ "attribute vec4 a_pos;"
|
||||
+ "attribute vec2 a_light;"
|
||||
+ "varying vec4 color;"
|
||||
+ "const float ff = 255.0;"
|
||||
+ "float c_alpha = 0.8;"
|
||||
+ "void main() {"
|
||||
+ " gl_Position = u_mvp * a_pos;"
|
||||
+ " if (u_mode == 0)"
|
||||
// roof / depth pass
|
||||
+ " color = u_color[0];"
|
||||
+ " else {"
|
||||
// decrease contrast with distance
|
||||
+ " float z = (0.96 + gl_Position.z * 0.04);"
|
||||
+ " if (u_mode == 1){"
|
||||
// sides 1 - use 0xff00
|
||||
// scale direction to -0.5<>0.5
|
||||
+ " float dir = abs(a_light.y / ff - 0.5);"
|
||||
+ " color = u_color[1] * z;"
|
||||
+ " color.rgb *= (0.7 + dir * 0.4);"
|
||||
+ " } else if (u_mode == 2){"
|
||||
// sides 2 - use 0x00ff
|
||||
+ " float dir = abs(a_light.x / ff - 0.5);"
|
||||
+ " color = u_color[2] * z;"
|
||||
+ " color.rgb *= (0.7 + dir * 0.4);"
|
||||
+ " } else"
|
||||
// outline
|
||||
+ " color = u_color[3] * z;"
|
||||
+ "}}",
|
||||
|
||||
// final static String extrusionVertexAnimShader = ""
|
||||
// + "precision mediump float;"
|
||||
// + "uniform mat4 u_mvp;"
|
||||
// + "uniform vec4 u_color;"
|
||||
// + "uniform int u_mode;"
|
||||
// + "uniform float u_adv;"
|
||||
// + "attribute vec4 a_pos;"
|
||||
// + "attribute vec2 a_light;"
|
||||
// + "varying vec4 color;"
|
||||
// + "const float ff = 255.0;"
|
||||
// + "void main() {"
|
||||
// + " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * adv, 1.0);"
|
||||
// + " if (u_mode == 0)"
|
||||
// // roof / depth pass
|
||||
// + " color = u_color;"
|
||||
// + " else if (u_mode == 1)"
|
||||
// // sides 1 - use 0xff00
|
||||
// + " color = vec4(u_color.rgb * (a_light.y / ff), 0.8);"
|
||||
// + " else"
|
||||
// // sides 2 - use 0x00ff
|
||||
// + " color = vec4(u_color.rgb * (a_light.x / ff), 0.8);"
|
||||
// + "}";
|
||||
"precision mediump float;"
|
||||
+ "uniform mat4 u_mvp;"
|
||||
+ "uniform vec4 u_color[4];"
|
||||
+ "uniform int u_mode;"
|
||||
+ "uniform float u_alpha;"
|
||||
+ "attribute vec4 a_pos;"
|
||||
+ "attribute vec2 a_light;"
|
||||
+ "varying vec4 color;"
|
||||
+ "const float ff = 255.0;"
|
||||
+ "float c_alpha = 0.8;"
|
||||
+ "void main() {"
|
||||
// change height by u_alpha
|
||||
+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
|
||||
+ " if (u_mode == 0)"
|
||||
// roof / depth pass
|
||||
+ " color = u_color[0];"
|
||||
+ " else {"
|
||||
// decrease contrast with distance
|
||||
+ " float z = (0.96 + gl_Position.z * 0.04);"
|
||||
+ " if (u_mode == 1){"
|
||||
// sides 1 - use 0xff00
|
||||
// scale direction to -0.5<>0.5
|
||||
+ " float dir = abs(a_light.y / ff - 0.5);"
|
||||
+ " color = u_color[1] * z;"
|
||||
+ " color.rgb *= (0.7 + dir * 0.4);"
|
||||
+ " } else if (u_mode == 2){"
|
||||
// sides 2 - use 0x00ff
|
||||
+ " float dir = abs(a_light.x / ff - 0.5);"
|
||||
+ " color = u_color[2] * z;"
|
||||
+ " color.rgb *= (0.7 + dir * 0.4);"
|
||||
+ " } else"
|
||||
// outline
|
||||
+ " color = u_color[3] * z;"
|
||||
+ "}}",
|
||||
};
|
||||
|
||||
final static String extrusionFragmentShader = ""
|
||||
+ "precision mediump float;"
|
||||
@ -377,4 +440,8 @@ public class ExtrusionOverlay extends RenderOverlay {
|
||||
+ "void main() {"
|
||||
+ " gl_FragColor = color;"
|
||||
+ "}";
|
||||
|
||||
public void setAlpha(float a) {
|
||||
mAlpha = a;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user