add mapsforge-map android part to VectorTileMap

This commit is contained in:
Hannes Janetzek
2012-06-19 01:59:12 +02:00
parent 6db73265ad
commit 40cadbe805
144 changed files with 21668 additions and 23 deletions

View File

@@ -0,0 +1,63 @@
/*
* Copyright 2012 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General License for more details.
*
* You should have received a copy of the GNU Lesser General License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.mapsforge.android.glrenderer;
class Shaders {
final static String gLineVertexShader = "" + "precision mediump float; \n" + "uniform mat4 u_center;"
+ "uniform float u_width;" + "attribute vec4 a_position;" + "attribute vec2 a_st;" + "varying vec2 v_st;"
+ "void main() {" + " gl_Position = u_center * a_position;" + " v_st = a_st;" + "}";
final static String gLineFragmentShader = "" + "#extension GL_OES_standard_derivatives : enable\n"
+ "precision mediump float;" + "uniform float u_width;" + "uniform int u_mode;" + "uniform vec4 u_color;"
+ "const float zero = 0.0;" + "const int standard = 0;" + "const int fixed_width = 2;"
+ "varying vec2 v_st;" + "void main() {" + " gl_FragColor = u_color;" + " float fuzz = fwidth(v_st.s);"
+ " float len = abs(v_st.s) - u_width;" + " if (u_mode != fixed_width) {"
+ " if (v_st.t != zero){ " + " fuzz = max(fuzz, fwidth(v_st.t));"
+ " len = length(v_st) - u_width;" + " } " +
// branching is not recommended...
// " if (- fuzz > len) " +
// " gl_FragColor = u_color;" +
// " if (len < -fuzz)" +
// " discard;" +
// " else " +
" if (len > -fuzz)" + " gl_FragColor *= smoothstep(fuzz , -fuzz , len);" + " } else { " +
// just guesswork.. looks ok for fixed line width >= 0.5
" if (len > -fuzz)" + " gl_FragColor *= smoothstep(fuzz*0.5, -fuzz, len);" + " }" + "}";
// final static String gLineFragmentShader = "" +
// "#extension GL_OES_standard_derivatives : enable\n" +
// "precision mediump float;" +
// "uniform float u_width;" +
// "uniform int u_mode;" +
// "uniform vec4 u_color;" +
// "varying vec2 v_st;" +
// "void main() {" +
// " gl_FragColor = u_color;" +
// "}";
final static String gLineFragmentShaderSimple = "" + "precision mediump float;" + "uniform vec4 u_color;"
+ "uniform float u_width;" + "varying vec2 v_st;" + "void main() {" + " vec4 color = u_color;"
+ " float len;" + " if (v_st.t == 0.0) " + " len = abs(v_st.s);" + " else "
+ " len = length(v_st);" + " if (len > 0.4) {"
+ " color = u_color * (smoothstep(0.2, 1.0, (u_width + 0.3) - len));" + "}" + " gl_FragColor = color;"
+ "}";
final static String gPolygonVertexShader = "" + "precision mediump float; \n" + "uniform mat4 u_center;\n"
+ "attribute vec4 a_position;" + "void main() {" + " gl_Position = u_center * a_position;" + "}";
final static String gPolygonFragmentShader = "" + "precision mediump float;" + "uniform vec4 u_color;"
+ "void main() {" + " gl_FragColor = u_color;" + "}";
}