cleanups
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654ca7c5b8
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@ -28,7 +28,7 @@ import android.graphics.drawable.Drawable;
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import android.view.MotionEvent;
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public class ItemizedIconOverlay<Item extends OverlayItem> extends ItemizedOverlay<Item> {
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private static final String TAG = ItemizedIconOverlay.class.getName();
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//private static final String TAG = ItemizedIconOverlay.class.getName();
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protected final List<Item> mItemList;
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protected OnItemGestureListener<Item> mOnItemGestureListener;
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@ -34,7 +34,7 @@ import android.opengl.GLES20;
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* @author Hannes Janetzek
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*/
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public class TileRenderer {
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//private final static String TAG = BaseMap.class.getName();
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//private final static String TAG = TileRenderer.class.getName();
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// used to increase polygon-offset for each tile drawn.
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private static int mDrawCnt;
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@ -68,11 +68,6 @@ public final class TextLayer extends TextureLayer {
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TextItem it = labels;
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for (; it != null; it = it.next) {
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// todo add captions at the end
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//if (item.text.caption && !it.text.caption)
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//continue;
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//if (!item.text.caption && it.text.caption)
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//continue;
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if (item.text == it.text) {
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while (it.next != null
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@ -71,7 +71,7 @@ public class ExtrusionOverlay extends RenderOverlay {
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for (int i = 1; i < 2; i++) {
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// Set up the program for rendering extrusions
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shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader[i],
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shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
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extrusionFragmentShader);
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if (shaderProgram[i] == 0) {
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Log.e(TAG, "Could not create extrusion shader program. " + i);
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@ -371,81 +371,46 @@ public class ExtrusionOverlay extends RenderOverlay {
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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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+ "uniform float u_alpha;"
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+ "attribute vec4 a_pos;"
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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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+ "float c_alpha = 0.8;"
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+ "void main() {"
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+ " gl_Position = u_mvp * a_pos;"
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+ " if (u_mode == 0)"
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// roof / depth pass
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+ " color = u_color[0];"
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+ " else {"
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// decrease contrast with distance
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+ " float z = (0.96 + gl_Position.z * 0.04);"
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+ " if (u_mode == 1){"
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// sides 1 - use 0xff00
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// scale direction to -0.5<>0.5
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+ " float dir = abs(a_light.y / ff - 0.5);"
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+ " color = u_color[1] * z;"
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+ " color.rgb *= (0.7 + dir * 0.4);"
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+ " } else if (u_mode == 2){"
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// sides 2 - use 0x00ff
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+ " float dir = abs(a_light.x / ff - 0.5);"
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+ " color = u_color[2] * z;"
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+ " color.rgb *= (0.7 + dir * 0.4);"
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+ " } else"
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// outline
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+ " color = u_color[3] * z;"
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+ "}}",
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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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+ "uniform float u_alpha;"
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+ "attribute vec4 a_pos;"
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+ "attribute vec2 a_light;"
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+ "varying vec4 color;"
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//+ "varying float z;"
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+ "const float ff = 255.0;"
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+ "void main() {"
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// change height by u_alpha
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+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
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//+ " z = gl_Position.z;"
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+ " if (u_mode == 0)"
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// roof / depth pass
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+ " color = u_color[0];"
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+ " else {"
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// decrease contrast with distance
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+ " if (u_mode == 1){"
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// sides 1 - use 0xff00
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// scale direction to -0.5<>0.5
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//+ " float dir = abs(a_light.y / ff - 0.5);"
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+ " float dir = a_light.y / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[1];"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " } else if (u_mode == 2){"
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// sides 2 - use 0x00ff
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//+ " float dir = abs(a_light.x / ff - 0.5);"
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+ " float dir = a_light.x / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[2] * z;"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " } else {"
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// outline
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+ " float z = (0.8 - gl_Position.z * 0.2);"
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+ " color = u_color[3] * z;"
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+ "}}}"
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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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+ "uniform float u_alpha;"
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+ "attribute vec4 a_pos;"
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+ "attribute vec2 a_light;"
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+ "varying vec4 color;"
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//+ "varying float z;"
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+ "const float ff = 255.0;"
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+ "void main() {"
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// change height by u_alpha
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+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
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//+ " z = gl_Position.z;"
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+ " if (u_mode == 0)"
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// roof / depth pass
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+ " color = u_color[0];"
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+ " else {"
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// decrease contrast with distance
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+ " if (u_mode == 1){"
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// sides 1 - use 0xff00
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// scale direction to -0.5<>0.5
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//+ " float dir = abs(a_light.y / ff - 0.5);"
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+ " float dir = a_light.y / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[1];"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " } else if (u_mode == 2){"
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// sides 2 - use 0x00ff
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//+ " float dir = abs(a_light.x / ff - 0.5);"
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+ " float dir = a_light.x / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[2] * z;"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " } else {"
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// outline
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+ " float z = (0.8 - gl_Position.z * 0.2);"
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+ " color = u_color[3] * z;"
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+ "}}}";
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final static String extrusionFragmentShader = ""
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+ "precision mediump float;"
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@ -194,7 +194,7 @@ public final class GeometryUtils {
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}
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double ua = ua_numr / denr;
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double ub = ub_numr / denr;
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//double ub = ub_numr / denr;
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//if (ua >= 0.0 && ua <= 1.0 && ub >= 0.0 && ub <= 1.0)
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{
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