Location shaders: check no rotation, fixes #321

This commit is contained in:
Emux
2017-03-05 12:09:53 +02:00
parent f061e06d94
commit 320ce5b44d
5 changed files with 32 additions and 28 deletions

View File

@@ -5,7 +5,7 @@
- Symbol rotation [#294](https://github.com/mapsforge/vtm/issues/294)
- Marker clustering [#312](https://github.com/mapsforge/vtm/issues/312)
- Osmagray theme [#300](https://github.com/mapsforge/vtm/issues/300)
- Location renderer custom shaders [#317](https://github.com/mapsforge/vtm/issues/317)
- Location custom shaders [#317](https://github.com/mapsforge/vtm/issues/317)
- OkHttp external cache [#135](https://github.com/mapsforge/vtm/issues/135)
- Texture atlas improvements [#301](https://github.com/mapsforge/vtm/pull/301) [#304](https://github.com/mapsforge/vtm/pull/304)
- Many other minor improvements and bug fixes

View File

@@ -22,7 +22,7 @@ uniform float u_phase;
uniform vec2 u_dir;
void main() {
float len = 1.0 - length(v_tex);
if (u_dir.x == 0.0 && u_dir.y == 0.0){
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
} else {
// outer ring

View File

@@ -22,7 +22,7 @@ uniform float u_phase;
uniform vec2 u_dir;
void main() {
float len = 1.0 - length(v_tex);
if (u_dir.x == 0.0 && u_dir.y == 0.0){
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
} else {
// outer ring

View File

@@ -22,19 +22,23 @@ uniform float u_phase;
uniform vec2 u_dir;
void main() {
float len = 1.0 - length(v_tex);
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
// inner ring
float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);
// center point
float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));
vec2 dir = normalize(v_tex);
float d = dot(dir, u_dir);
// 0.5 width of viewshed
d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
// - subtract inner from outer to create the outline
// - multiply by viewshed
// - add center point
a = max(d, (a - (b + c)) + c);
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
} else {
// outer ring
float a = smoothstep(0.0, 2.0 / u_scale, len);
// inner ring
float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);
// center point
float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));
vec2 dir = normalize(v_tex);
float d = dot(dir, u_dir);
// 0.5 width of viewshed
d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
// - subtract inner from outer to create the outline
// - multiply by viewshed
// - add center point
a = max(d, (a - (b + c)) + c);
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
}
}

View File

@@ -226,17 +226,17 @@ public class LocationRenderer extends LayerRenderer {
gl.uniform1f(hPhase, 1);
}
if (viewShed && mLocationIsVisible) {
float rotation = 0;
if (mCallback != null)
rotation = mCallback.getRotation();
rotation -= 90;
gl.uniform2f(hDirection,
(float) Math.cos(Math.toRadians(rotation)),
(float) Math.sin(Math.toRadians(rotation)));
} else {
if (viewShed && mLocationIsVisible && mCallback != null) {
float rotation = mCallback.getRotation();
if (rotation != 0) {
rotation -= 90;
gl.uniform2f(hDirection,
(float) Math.cos(Math.toRadians(rotation)),
(float) Math.sin(Math.toRadians(rotation)));
} else
gl.uniform2f(hDirection, 0, 0);
} else
gl.uniform2f(hDirection, 0, 0);
}
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
}