building shader experiments

This commit is contained in:
Hannes Janetzek 2013-01-10 06:57:09 +01:00
parent 80de20a423
commit 1c11cd1780

View File

@ -70,12 +70,12 @@ public class ExtrusionOverlay extends RenderOverlay {
if (!initialized) { if (!initialized) {
initialized = true; initialized = true;
for (int i = 0; i < 2; i++) { for (int i = 1; i < 2; i++) {
// Set up the program for rendering extrusions // Set up the program for rendering extrusions
extrusionProgram[i] = GlUtils.createProgram(extrusionVertexShader[i], extrusionProgram[i] = GlUtils.createProgram(extrusionVertexShader[i],
extrusionFragmentShader); extrusionFragmentShader);
if (extrusionProgram[i] == 0) { if (extrusionProgram[i] == 0) {
Log.e(TAG, "Could not create extrusion shader program."); Log.e(TAG, "Could not create extrusion shader program. " + i);
return; return;
} }
hExtrusionMatrix[i] = GLES20.glGetUniformLocation(extrusionProgram[i], "u_mvp"); hExtrusionMatrix[i] = GLES20.glGetUniformLocation(extrusionProgram[i], "u_mvp");
@ -238,7 +238,8 @@ public class ExtrusionOverlay extends RenderOverlay {
for (int i = 0; i < mTileCnt; i++) { for (int i = 0; i < mTileCnt; i++) {
ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers; ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers;
GLES20.glPolygonOffset(1, GLRenderer.depthOffset(tiles[i])); GLES20.glPolygonOffset(2, GLRenderer.depthOffset(tiles[i]) * 4);
//GLES20.glPolygonOffset(2, i * 4 + 10);
setMatrix(pos, mv, proj, tiles[i], div); setMatrix(pos, mv, proj, tiles[i], div);
GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0); GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
@ -258,12 +259,13 @@ public class ExtrusionOverlay extends RenderOverlay {
GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition); GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
GLES20.glColorMask(true, true, true, true); GLES20.glColorMask(true, true, true, true);
GLES20.glDepthMask(false); GLES20.glDepthMask(false);
GLES20.glDepthFunc(GLES20.GL_LEQUAL);
for (int i = 0; i < mTileCnt; i++) { for (int i = 0; i < mTileCnt; i++) {
ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers; ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers;
GLES20.glDepthFunc(GLES20.GL_EQUAL);
GLES20.glPolygonOffset(1, GLRenderer.depthOffset(tiles[i])); GLES20.glPolygonOffset(2, GLRenderer.depthOffset(tiles[i]) * 4);
//GLES20.glPolygonOffset(2, i * 4 + 10);
setMatrix(pos, mv, proj, tiles[i], div); setMatrix(pos, mv, proj, tiles[i], div);
GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0); GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
@ -292,6 +294,8 @@ public class ExtrusionOverlay extends RenderOverlay {
GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1], GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1],
GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2); GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2);
GLES20.glDepthFunc(GLES20.GL_LEQUAL);
GLES20.glUniform1i(uExtMode, 3); GLES20.glUniform1i(uExtMode, 3);
GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3], GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
GLES20.GL_UNSIGNED_SHORT, GLES20.GL_UNSIGNED_SHORT,
@ -331,12 +335,12 @@ public class ExtrusionOverlay extends RenderOverlay {
} }
private final float _a = 0.8f; private final float _a = 0.8f;
private final float _r = 0xea; private final float _r = 0xe9;
private final float _g = 0xe8; private final float _g = 0xe8;
private final float _b = 0xe6; private final float _b = 0xe6;
private final float _o = 55; private final float _o = 55;
private final float _s = 16; private final float _s = -10;
private final float _l = 8; private final float _l = 16;
private float mAlpha = 1; private float mAlpha = 1;
private final float[] mColor = { private final float[] mColor = {
// roof color // roof color
@ -414,6 +418,42 @@ public class ExtrusionOverlay extends RenderOverlay {
+ " color = u_color[0];" + " color = u_color[0];"
+ " else {" + " else {"
// decrease contrast with distance // decrease contrast with distance
+ " float z = (0.8 + gl_Position.z * 0.2);"
+ " 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) * z;"
+ " } 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) * z;"
+ " } else"
// outline
+ " color = u_color[3] * z;"
+ "}}",
"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;"
+ "varying float z;"
+ "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);"
+ " z = gl_Position.z;"
+ " 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);" + " float z = (0.96 + gl_Position.z * 0.04);"
+ " if (u_mode == 1){" + " if (u_mode == 1){"
// sides 1 - use 0xff00 // sides 1 - use 0xff00
@ -439,6 +479,17 @@ public class ExtrusionOverlay extends RenderOverlay {
+ " gl_FragColor = color;" + " gl_FragColor = color;"
+ "}"; + "}";
// final static String extrusionFragmentShader = ""
// + "precision highp float;"
// + "uniform vec4 u_color;"
// + "varying float z;"
// + "void main() {"
// + "if (z < 0.0)"
// + " gl_FragColor = vec4(z * -1.0, 0.0, 0.0, 1.0)*0.8;"
// + "else"
// + " gl_FragColor = vec4(0.0, 0.0, z, 1.0)*0.8;"
// + "}";
public void setAlpha(float a) { public void setAlpha(float a) {
mAlpha = a; mAlpha = a;
} }