Extrusions: light source calculation with normals (#651)
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@ -5,51 +5,66 @@ 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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uniform vec3 u_light;
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uniform float u_zlimit;
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attribute vec4 a_pos;
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attribute vec2 a_light;
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attribute vec2 a_normal;
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varying vec4 color;
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//varying float depth;
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const float ff = 255.0;
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/**
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* The diffuse of surface dependent on the light position
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*
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* @param r_norm - the normal vector of vertex's face
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*/
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float diffuse(in vec3 r_norm) {
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float l = dot(normalize(r_norm), normalize(u_light));
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l = clamp((1.0 + l) / 2.0, 0.0, 1.0);
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return(0.8 + l * 0.2);
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}
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void main() {
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// change height by u_alpha
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// change height by u_alpha
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float height = a_pos.z * u_alpha;
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if (height > u_zlimit) {
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height = u_zlimit;
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}
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gl_Position = u_mvp * vec4(a_pos.xy, height, 1.0);
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// depth = gl_Position.z;
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//depth = gl_Position.z;
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if (u_mode == -1) {
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;
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// roof / depth pass
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// color = u_color[0] * u_alpha;
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}
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else if (u_mode == 0) {
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// roof / depth pass
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color = u_color[0] * u_alpha;
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}
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else 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 = a_light.y / ff;
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float z = (0.98 + gl_Position.z * 0.02);
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float h = 0.9 + clamp(a_pos.z / 2000.0, 0.0, 0.1);
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color = u_color[1];
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color.rgb *= (0.8 + dir * 0.2) * z * h;
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color *= u_alpha;
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}
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else if (u_mode == 2) {
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// sides 2 - use 0x00ff
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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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float h = 0.9 + clamp(a_pos.z / 2000.0, 0.0, 0.1);
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color = u_color[2];
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color.rgb *= (0.8 + dir * 0.2) * z * h;
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} else if(u_mode >= 0 && u_mode <= 2) {
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vec3 r_norm;
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if (u_mode == 0) {
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// roof / depth pass
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r_norm = vec3(0.0, 0.0, 1.0);
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color = u_color[0] * u_alpha;
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color.rgb *= diffuse(r_norm);
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} else {
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float lightX = u_mode == 1 ? a_normal.y : a_normal.x;
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r_norm.x = (lightX / ff) * 2.0 - 1.0;
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// normal points y left or right (1 or -1)
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float dir = - 1.0 + (2.0 * abs(mod(lightX, 2.0)));
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// recreate y vector
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r_norm.y = dir * sqrt(clamp(1.0 - (r_norm.x * r_norm.x), 0.0, 1.0));
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r_norm.z = 0.0;
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float z = (0.98 + gl_Position.z * 0.02);
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float h = 0.9 + clamp(a_pos.z / 2000.0, 0.0, 0.1);
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if (u_mode == 1) {
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// sides 1 - use 0xff00
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color = u_color[1];
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} else {
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// sides 2 - use 0x00ff
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color = u_color[2];
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}
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color.rgb *= diffuse(r_norm) * z * h;
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}
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color *= u_alpha;
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}
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else if (u_mode == 3) {
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// outline
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// outline
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float z = (0.98 - gl_Position.z * 0.02);
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color = u_color[3] * z;
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}
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@ -4,35 +4,38 @@ precision highp float;
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uniform mat4 u_mvp;
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uniform vec4 u_color;
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uniform float u_alpha;
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uniform vec3 u_light;
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attribute vec4 a_pos;
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attribute vec2 a_light;
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attribute vec2 a_normal;
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varying vec4 color;
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void main() {
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// change height by u_alpha
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// change height by u_alpha
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vec4 pos = a_pos;
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pos.z *= u_alpha;
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gl_Position = u_mvp * pos;
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// normalize face x/y direction
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vec2 enc = (a_light / 255.0);
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vec2 fenc = enc * 4.0 - 2.0;
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float f = dot(fenc, fenc);
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float g = sqrt(1.0 - f / 4.0);
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// normalize face x/y direction
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vec2 enc = (a_normal / 255.0);
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vec3 r_norm;
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r_norm.xy = fenc * g;
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r_norm.z = 1.0 - f / 2.0;
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// normal points up or down (1,-1)
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//// float dir = 1.0 - (2.0 * abs(mod(a_light.x,2.0)));
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// recreate face normal vector
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/// vec3 r_norm = vec3(n.xy, dir * (1.0 - length(n.xy)));
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vec3 light_dir = normalize(vec3(0.2, 0.2, 1.0));
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float l = dot(r_norm, light_dir) * 0.8;
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// 1² - |xy|² = |z|²
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r_norm.xy = enc * 2.0 - 1.0;
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// normal points up or down (1,-1)
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float dir = - 1.0 + (2.0 * abs(mod(a_normal.x, 2.0)));
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// recreate z vector
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r_norm.z = dir * sqrt(clamp(1.0 - (r_norm.x * r_norm.x + r_norm.y * r_norm.y), 0.0, 1.0));
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r_norm = normalize(r_norm);
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light_dir = normalize(vec3(-0.2, -0.2, 1.0));
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l += dot(r_norm, light_dir) * 0.2;
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float l = dot(r_norm, normalize(u_light));
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// l = (l + (1.0 - r_norm.z))*0.5;
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l = 0.4 + l * 0.6;
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//l *= 0.8
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//vec3 opp_light_dir = normalize(vec3(-u_light.xy, u_light.z));
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//l += dot(r_norm, opp_light_dir) * 0.2;
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// [-1,1] to range [0,1]
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l = (1.0 + l) / 2.0;
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l = 0.75 + l * 0.25;
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// extreme fake-ssao by height
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l += (clamp(a_pos.z / 2048.0, 0.0, 0.1) - 0.05);
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@ -2,7 +2,7 @@
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* Copyright 2013 Hannes Janetzek
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* Copyright 2017 Izumi Kawashima
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* Copyright 2017 devemux86
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* Copyright 2018 Gustl22
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* Copyright 2018-2019 Gustl22
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*
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* This file is part of the OpenScienceMap project (http://www.opensciencemap.org).
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*
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@ -45,6 +45,7 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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protected float mAlpha = 1;
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private float mZLimit = Float.MAX_VALUE;
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private float[] mLightPos = new float[]{0.3f, 0.3f, 1f};
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public ExtrusionRenderer(boolean mesh, boolean translucent) {
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mMesh = mesh;
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@ -58,9 +59,9 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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int aPos;
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/**
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* The light indicator of vertex's face as attribute.
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* The normal of vertex's face as attribute.
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*/
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int aLight;
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int aNormal;
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/**
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* The alpha value (e.g. for fading animation) as uniform.
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@ -72,6 +73,11 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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*/
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int uColor;
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/**
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* The lights position vector as uniform.
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*/
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int uLight;
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/**
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* The shader render mode as uniform.
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* <p>
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@ -104,7 +110,8 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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uMode = getUniform("u_mode");
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uZLimit = getUniform("u_zlimit");
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aPos = getAttrib("a_pos");
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aLight = getAttrib("a_light");
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aNormal = getAttrib("a_normal");
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uLight = getUniform("u_light");
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}
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}
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@ -164,6 +171,7 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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gl.depthFunc(GL.LESS);
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gl.uniform1f(s.uAlpha, mAlpha);
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gl.uniform1f(s.uZLimit, mZLimit);
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GLUtils.glUniform3fv(s.uLight, 1, mLightPos);
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ExtrusionBuckets[] ebs = mExtrusionBucketSet;
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@ -199,7 +207,7 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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GLState.blend(true);
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GLState.enableVertexArrays(s.aPos, s.aLight);
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GLState.enableVertexArrays(s.aPos, s.aNormal);
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for (int i = 0; i < mBucketsCnt; i++) {
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if (ebs[i].ibo == null)
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@ -231,7 +239,7 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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gl.vertexAttribPointer(s.aPos, 3, GL.SHORT,
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false, RenderBuckets.SHORT_BYTES * 4, eb.getVertexOffset());
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gl.vertexAttribPointer(s.aLight, 2, GL.UNSIGNED_BYTE,
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gl.vertexAttribPointer(s.aNormal, 2, GL.UNSIGNED_BYTE,
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false, RenderBuckets.SHORT_BYTES * 4, eb.getVertexOffset() + RenderBuckets.SHORT_BYTES * 3);
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/* draw extruded outlines (mMesh == false) */
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@ -283,6 +283,13 @@ public class GLUtils {
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color[2] = FastMath.clampN((float) (p + (b - p) * change));
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}
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public static void glUniform3fv(int location, int count, float[] val) {
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FloatBuffer buf = MapRenderer.getFloatBuffer(count * 3);
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buf.put(val);
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buf.flip();
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gl.uniform3fv(location, count, buf);
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}
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public static void glUniform4fv(int location, int count, float[] val) {
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FloatBuffer buf = MapRenderer.getFloatBuffer(count * 4);
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buf.put(val);
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@ -1,6 +1,6 @@
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/*
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* Copyright 2012, 2013 Hannes Janetzek
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* Copyright 2017 Gustl22
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* Copyright 2017-2019 Gustl22
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*
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* This file is part of the OpenScienceMap project (http://www.opensciencemap.org).
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*
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@ -68,7 +68,7 @@ public class ExtrusionBucket extends RenderBucket {
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private KeyMap<Vertex> mVertexMap;
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//private static final int NORMAL_DIR_MASK = 0xFFFFFFFE;
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private static final int NORMAL_DIR_MASK = 0xFFFFFFFE;
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//private int numIndexHits = 0;
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/**
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@ -214,14 +214,9 @@ public class ExtrusionBucket extends RenderBucket {
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double len = Math.sqrt(cx * cx + cy * cy + cz * cz);
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// packing the normal in two bytes
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// int mx = FastMath.clamp(127 + (int) ((cx / len) * 128), 0, 0xff);
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// int my = FastMath.clamp(127 + (int) ((cy / len) * 128), 0, 0xff);
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// short normal = (short) ((my << 8) | (mx & NORMAL_DIR_MASK) | (cz > 0 ? 1 : 0));
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double p = Math.sqrt((cz / len) * 8.0 + 8.0);
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int mx = FastMath.clamp(127 + (int) ((cx / len / p) * 128), 0, 255);
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int my = FastMath.clamp(127 + (int) ((cy / len / p) * 128), 0, 255);
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short normal = (short) ((my << 8) | mx);
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int mx = FastMath.clamp(127 + (int) ((cx / len) * 128), 0, 0xff);
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int my = FastMath.clamp(127 + (int) ((cy / len) * 128), 0, 0xff);
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short normal = (short) ((my << 8) | (mx & NORMAL_DIR_MASK) | (cz > 0 ? 1 : 0));
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if (key == null)
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key = vertexPool.get();
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@ -472,10 +467,13 @@ public class ExtrusionBucket extends RenderBucket {
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/* vector from previous point */
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float ux, uy;
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// Normalized normal of first point (with vy direction included)
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// Normal of vector (x|y) is (y|-x)
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float a = (float) Math.sqrt(vx * vx + vy * vy);
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short color1 = (short) ((1 + vx / a) * 127);
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short mx1 = (short) ((1 + (vy / a)) * 127);
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mx1 = (short) ((mx1 & NORMAL_DIR_MASK) | (-vx > 0 ? 1 : 0));
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short fcolor = color1, color2 = 0;
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short mxStore = mx1, mx2 = 0;
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short h = (short) height, mh = (short) minHeight;
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@ -502,7 +500,7 @@ public class ExtrusionBucket extends RenderBucket {
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nx = points[pos + 0];
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ny = points[pos + 1];
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} else { // if (addFace)
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short c = (short) (color1 | fcolor << 8);
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short c = (short) (mx1 | mxStore << 8);
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/* add bottom and top vertex for each point */
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vertexItems.add((short) (cx * COORD_SCALE), (short) (cy * COORD_SCALE), mh, c);
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vertexItems.add((short) (cx * COORD_SCALE), (short) (cy * COORD_SCALE), h, c);
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@ -515,20 +513,22 @@ public class ExtrusionBucket extends RenderBucket {
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vy = ny - cy;
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/* set lighting (by direction) */
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// Normal of vector (x|y) is (y|-x)
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a = (float) Math.sqrt(vx * vx + vy * vy);
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color2 = (short) ((1 + vx / a) * 127);
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mx2 = (short) ((1 + (vy / a)) * 127);
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mx2 = (short) ((mx2 & NORMAL_DIR_MASK) | (-vx > 0 ? 1 : 0));
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short c;
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if (even == 0)
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c = (short) (color1 | color2 << 8);
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c = (short) (mx1 | mx2 << 8);
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else
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c = (short) (color2 | color1 << 8);
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c = (short) (mx2 | mx1 << 8);
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/* add bottom and top vertex for each point */
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vertexItems.add((short) (cx * COORD_SCALE), (short) (cy * COORD_SCALE), mh, c);
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vertexItems.add((short) (cx * COORD_SCALE), (short) (cy * COORD_SCALE), h, c);
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color1 = color2;
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mx1 = mx2;
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/* check if polygon is convex */
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if (convex) {
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