tweak line drawing

This commit is contained in:
Hannes Janetzek
2012-06-19 17:14:41 +02:00
parent e7c5831302
commit 4d663ca810
3 changed files with 109 additions and 44 deletions

View File

@@ -16,26 +16,60 @@
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 gLineVertexShader = ""
+ "precision highp 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;"
+ "const float zero = 0.0;"
+ "const int standard = 0;"
+ "const int fixed_width = 2;"
+ "const vec4 blank = vec4(1.0, 0.0, 0.0, 1.0);"
+ "const vec4 blank2 = vec4(0.0, 1.0, 0.0, 1.0);"
+ "varying vec2 v_st;"
+ "void main() {"
+ " if (u_mode != fixed_width) {"
// + " gl_FragColor = u_color;"
// + " float fuzz;"
// + " float len;"
+ " if (v_st.t == zero){ "
// + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s));"
+ " float fuzz = -fwidth(v_st.s) * 1.5;"
+ " float len = abs(v_st.s) - u_width;"
// + " if (len < fuzz)"
+ " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
+ " } else {"
+ " float fuzz = -max(fwidth(v_st.s), fwidth(v_st.t)) * 1.5;"
+ " float len = length(v_st) - u_width;"
// + " if (len < fuzz)"
+ " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
+ " } "
// + " if (len > zero)"
// + " gl_FragColor = blank;"
// + " discard;"
// + " gl_FragColor = u_color;"
// + " else if (len < fuzz)"
// + " gl_FragColor = blank2;"
// + " else "
+ " } else { "
+ " float fuzz = fwidth(v_st.s);"
// + " gl_FragColor = u_color * smoothstep(fuzz, zero, abs(v_st.s) - u_width + fuzz);"
// + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s)) * 1.5;"
+ " gl_FragColor = u_color * smoothstep(fuzz*0.5, -fuzz, abs(v_st.s) - u_width);"
+ " }"
+ "}";
// final static String gLineFragmentShader = "" +
// "#extension GL_OES_standard_derivatives : enable\n" +
@@ -48,16 +82,36 @@ class Shaders {
// " 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 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 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;" + "}";
final static String gPolygonFragmentShader = ""
+ "precision mediump float;"
+ "uniform vec4 u_color;"
+ "void main() {"
+ " gl_FragColor = u_color;"
+ "}";
}