Location shaders: check no rotation, fixes #321
This commit is contained in:
@@ -5,7 +5,7 @@
|
|||||||
- Symbol rotation [#294](https://github.com/mapsforge/vtm/issues/294)
|
- Symbol rotation [#294](https://github.com/mapsforge/vtm/issues/294)
|
||||||
- Marker clustering [#312](https://github.com/mapsforge/vtm/issues/312)
|
- Marker clustering [#312](https://github.com/mapsforge/vtm/issues/312)
|
||||||
- Osmagray theme [#300](https://github.com/mapsforge/vtm/issues/300)
|
- 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)
|
- 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)
|
- 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
|
- Many other minor improvements and bug fixes
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ uniform float u_phase;
|
|||||||
uniform vec2 u_dir;
|
uniform vec2 u_dir;
|
||||||
void main() {
|
void main() {
|
||||||
float len = 1.0 - length(v_tex);
|
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;
|
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
|
||||||
} else {
|
} else {
|
||||||
// outer ring
|
// outer ring
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ uniform float u_phase;
|
|||||||
uniform vec2 u_dir;
|
uniform vec2 u_dir;
|
||||||
void main() {
|
void main() {
|
||||||
float len = 1.0 - length(v_tex);
|
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;
|
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
|
||||||
} else {
|
} else {
|
||||||
// outer ring
|
// outer ring
|
||||||
|
|||||||
@@ -22,19 +22,23 @@ uniform float u_phase;
|
|||||||
uniform vec2 u_dir;
|
uniform vec2 u_dir;
|
||||||
void main() {
|
void main() {
|
||||||
float len = 1.0 - length(v_tex);
|
float len = 1.0 - length(v_tex);
|
||||||
// outer ring
|
if (u_dir.x == 0.0 && u_dir.y == 0.0) {
|
||||||
float a = smoothstep(0.0, 2.0 / u_scale, len);
|
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;
|
||||||
// inner ring
|
} else {
|
||||||
float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);
|
// outer ring
|
||||||
// center point
|
float a = smoothstep(0.0, 2.0 / u_scale, len);
|
||||||
float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));
|
// inner ring
|
||||||
vec2 dir = normalize(v_tex);
|
float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);
|
||||||
float d = dot(dir, u_dir);
|
// center point
|
||||||
// 0.5 width of viewshed
|
float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));
|
||||||
d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
|
vec2 dir = normalize(v_tex);
|
||||||
// - subtract inner from outer to create the outline
|
float d = dot(dir, u_dir);
|
||||||
// - multiply by viewshed
|
// 0.5 width of viewshed
|
||||||
// - add center point
|
d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);
|
||||||
a = max(d, (a - (b + c)) + c);
|
// - subtract inner from outer to create the outline
|
||||||
gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;
|
// - 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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -226,17 +226,17 @@ public class LocationRenderer extends LayerRenderer {
|
|||||||
gl.uniform1f(hPhase, 1);
|
gl.uniform1f(hPhase, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (viewShed && mLocationIsVisible) {
|
if (viewShed && mLocationIsVisible && mCallback != null) {
|
||||||
float rotation = 0;
|
float rotation = mCallback.getRotation();
|
||||||
if (mCallback != null)
|
if (rotation != 0) {
|
||||||
rotation = mCallback.getRotation();
|
rotation -= 90;
|
||||||
rotation -= 90;
|
gl.uniform2f(hDirection,
|
||||||
gl.uniform2f(hDirection,
|
(float) Math.cos(Math.toRadians(rotation)),
|
||||||
(float) Math.cos(Math.toRadians(rotation)),
|
(float) Math.sin(Math.toRadians(rotation)));
|
||||||
(float) Math.sin(Math.toRadians(rotation)));
|
} else
|
||||||
} else {
|
gl.uniform2f(hDirection, 0, 0);
|
||||||
|
} else
|
||||||
gl.uniform2f(hDirection, 0, 0);
|
gl.uniform2f(hDirection, 0, 0);
|
||||||
}
|
|
||||||
|
|
||||||
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
|
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user