use Layer.width
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8aab183d1a
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@ -21,6 +21,7 @@ import java.nio.ShortBuffer;
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import org.oscim.core.MapPosition;
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import org.oscim.core.MapPosition;
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import org.oscim.renderer.layer.Layer;
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import org.oscim.renderer.layer.Layer;
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import org.oscim.renderer.layer.Layers;
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import org.oscim.renderer.layer.Layers;
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import org.oscim.renderer.layer.LineLayer;
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import org.oscim.renderer.layer.LineTexLayer;
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import org.oscim.renderer.layer.LineTexLayer;
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import org.oscim.utils.GlUtils;
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import org.oscim.utils.GlUtils;
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@ -30,6 +31,10 @@ import android.util.Log;
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public class LineTexRenderer {
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public class LineTexRenderer {
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private final static String TAG = LineTexRenderer.class.getName();
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private final static String TAG = LineTexRenderer.class.getName();
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// factor to normalize extrusion vector and scale to coord scale
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private final static float COORD_SCALE_BY_DIR_SCALE =
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GLRenderer.COORD_MULTIPLIER / LineLayer.DIR_SCALE;
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private static int shader;
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private static int shader;
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private static int hVertexPosition0;
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private static int hVertexPosition0;
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private static int hVertexPosition1;
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private static int hVertexPosition1;
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@ -40,27 +45,28 @@ public class LineTexRenderer {
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private static int hTexColor;
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private static int hTexColor;
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private static int hBgColor;
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private static int hBgColor;
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private static int hScale;
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private static int hScale;
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private static int hWidth;
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private static int mIndicesBufferID;
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private static int mIndicesBufferID;
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private static int mVertexFlipID;
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private static int mVertexFlipID;
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// draw up to 100 quads in one pass
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// draw up to 100 quads in one round
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private static int maxQuads = 100;
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private static int maxQuads = 100;
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private static int maxIndices = maxQuads * 6;
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private static int maxIndices = maxQuads * 6;
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private static int mTexID;
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private static int mTexID;
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public static void init() {
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public static void init() {
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shader = GlUtils.createProgram(vertexShader,
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shader = GlUtils.createProgram(vertexShader, fragmentShader);
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fragmentShader);
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if (shader == 0) {
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if (shader == 0) {
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Log.e(TAG, "Could not create program.");
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Log.e(TAG, "Could not create program.");
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return;
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return;
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}
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}
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hMatrix = GLES20.glGetUniformLocation(shader, "u_mvp");
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hMatrix = GLES20.glGetUniformLocation(shader, "u_mvp");
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hTexColor = GLES20.glGetUniformLocation(shader, "u_color");
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hTexColor = GLES20.glGetUniformLocation(shader, "u_color");
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hBgColor = GLES20.glGetUniformLocation(shader, "u_bgcolor");
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hBgColor = GLES20.glGetUniformLocation(shader, "u_bgcolor");
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hScale = GLES20.glGetUniformLocation(shader, "u_scale");
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hScale = GLES20.glGetUniformLocation(shader, "u_scale");
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hWidth = GLES20.glGetUniformLocation(shader, "u_width");
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hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
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hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
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hVertexPosition1 = GLES20.glGetAttribLocation(shader, "a_pos1");
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hVertexPosition1 = GLES20.glGetAttribLocation(shader, "a_pos1");
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@ -73,16 +79,8 @@ public class LineTexRenderer {
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mIndicesBufferID = mVboIds[0];
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mIndicesBufferID = mVboIds[0];
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mVertexFlipID = mVboIds[1];
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mVertexFlipID = mVboIds[1];
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// 0, 1, 0, 1
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byte[] flip = new byte[maxQuads * 4];
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for (int i = 0; i < flip.length; i++)
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flip[i] = (byte) (i % 2);
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short j = 0;
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//mNumIndices = ((points.length) >> 2) * 6;
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short[] indices = new short[maxIndices];
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short[] indices = new short[maxIndices];
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for (int i = 0; i < maxIndices; i += 6, j += 4) {
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for (int i = 0, j = 0; i < maxIndices; i += 6, j += 4) {
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indices[i + 0] = (short) (j + 0);
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indices[i + 0] = (short) (j + 0);
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indices[i + 1] = (short) (j + 1);
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indices[i + 1] = (short) (j + 1);
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indices[i + 2] = (short) (j + 2);
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indices[i + 2] = (short) (j + 2);
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@ -98,11 +96,17 @@ public class LineTexRenderer {
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ShortBuffer sbuf = buf.asShortBuffer();
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ShortBuffer sbuf = buf.asShortBuffer();
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sbuf.put(indices);
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sbuf.put(indices);
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sbuf.flip();
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sbuf.flip();
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferID);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
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GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indices.length * 2, sbuf,
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mIndicesBufferID);
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GLES20.GL_STATIC_DRAW);
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GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
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indices.length * 2, sbuf, GLES20.GL_STATIC_DRAW);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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// 0, 1, 0, 1, 0, ...
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byte[] flip = new byte[maxQuads * 4];
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for (int i = 0; i < flip.length; i++)
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flip[i] = (byte) (i % 2);
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buf.clear();
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buf.clear();
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buf.put(flip);
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buf.put(flip);
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buf.flip();
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buf.flip();
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@ -139,7 +143,6 @@ public class LineTexRenderer {
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GLES20.glEnableVertexAttribArray(hVertexFlip);
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GLES20.glEnableVertexAttribArray(hVertexFlip);
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GLES20.glUniformMatrix4fv(hMatrix, 1, false, matrix, 0);
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GLES20.glUniformMatrix4fv(hMatrix, 1, false, matrix, 0);
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GLES20.glUniform1f(hScale, pos.scale / div);
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GLES20.glUniform4f(hTexColor, 1.0f, 1.0f, 1.0f, 1.0f);
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GLES20.glUniform4f(hTexColor, 1.0f, 1.0f, 1.0f, 1.0f);
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//aa9988
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//aa9988
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@ -159,11 +162,19 @@ public class LineTexRenderer {
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int offset = layers.texLineOffset;
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int offset = layers.texLineOffset;
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float s = pos.scale / div;
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Layer l = curLayer;
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Layer l = curLayer;
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while (l != null && l.type == Layer.TEXLINE) {
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while (l != null && l.type == Layer.TEXLINE) {
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LineTexLayer ll = (LineTexLayer) l;
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LineTexLayer ll = (LineTexLayer) l;
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//Line line = ll.line;
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//Line line = ll.line;
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// scale pattern to twice its size, then reset scale to 1.
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// (coord scale * pattern size) / scale
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GLES20.glUniform1f(hScale, (8 * 16) / Math.max((int)(s+0.25f), 1));
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GLES20.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
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// first pass
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// first pass
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int allIndices = (ll.evenQuads * 6);
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int allIndices = (ll.evenQuads * 6);
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for (int i = 0; i < allIndices; i += maxIndices) {
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for (int i = 0; i < allIndices; i += maxIndices) {
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@ -245,6 +256,7 @@ public class LineTexRenderer {
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+ "uniform mat4 u_mvp;"
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+ "uniform mat4 u_mvp;"
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+ "uniform vec4 u_color;"
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+ "uniform vec4 u_color;"
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+ "uniform float u_scale;"
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+ "uniform float u_scale;"
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+ "uniform float u_width;"
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+ "attribute vec4 a_pos0;"
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+ "attribute vec4 a_pos0;"
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+ "attribute vec4 a_pos1;"
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+ "attribute vec4 a_pos1;"
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+ "attribute vec2 a_len0;"
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+ "attribute vec2 a_len0;"
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@ -252,14 +264,16 @@ public class LineTexRenderer {
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+ "attribute float a_flip;"
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+ "attribute float a_flip;"
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+ "varying vec2 v_st;"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ "void main() {"
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+ " float div = (8.0 * 16.0) / max(ceil(log(u_scale)),1.0);"
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// coord scale 8 * pattern length 16
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//+ " float div = (8.0 * 16.0) / max(ceil(log(u_scale)),1.0);"
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+ " float div = u_scale;"
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+ " if (a_flip == 0.0){"
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+ " if (a_flip == 0.0){"
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+ " vec2 dir = a_pos0.zw/16.0;"
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+ " vec2 dir = u_width * a_pos0.zw;"
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+ " gl_Position = u_mvp * vec4(a_pos0.xy + dir / u_scale, 0.0, 1.0);"
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+ " gl_Position = u_mvp * vec4(a_pos0.xy + dir, 0.0, 1.0);"
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+ " v_st = vec2(a_len0.x/div, 1.0);"
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+ " v_st = vec2(a_len0.x/div, 1.0);"
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+ " }else {"
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+ " }else {"
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+ " vec2 dir = a_pos1.zw/16.0;"
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+ " vec2 dir = u_width * a_pos1.zw ;"
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+ " gl_Position = u_mvp * vec4(a_pos1.xy - dir / u_scale, 0.0, 1.0);"
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+ " gl_Position = u_mvp * vec4(a_pos1.xy - dir, 0.0, 1.0);"
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+ " v_st = vec2(a_len1.x/div, -1.0);"
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+ " v_st = vec2(a_len1.x/div, -1.0);"
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+ " }"
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+ " }"
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+ "}";
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+ "}";
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@ -280,8 +294,6 @@ public class LineTexRenderer {
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+ " float stipple_w = (1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w));"
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+ " float stipple_w = (1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w));"
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+ " float stipple_p = smoothstep(0.495, 0.505, len);"
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+ " float stipple_p = smoothstep(0.495, 0.505, len);"
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+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
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+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
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//+ " gl_FragColor = u_color * min(abs(1.0 - mod(v_len, 20.0)/10.0), (1.0 - abs(v_st.x)));"
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+ "}";
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+ "}";
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}
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}
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@ -18,7 +18,6 @@ import java.nio.ShortBuffer;
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import org.oscim.renderer.GLRenderer;
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import org.oscim.renderer.GLRenderer;
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import org.oscim.theme.renderinstruction.Line;
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import org.oscim.theme.renderinstruction.Line;
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import org.oscim.utils.FastMath;
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/**
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/**
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* Layer for textured or stippled lines
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* Layer for textured or stippled lines
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@ -61,7 +60,7 @@ public final class LineTexLayer extends Layer {
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private static final float COORD_SCALE = GLRenderer.COORD_MULTIPLIER;
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private static final float COORD_SCALE = GLRenderer.COORD_MULTIPLIER;
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// scale factor mapping extrusion vector to short values
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// scale factor mapping extrusion vector to short values
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public static final float DIR_SCALE = 255; //2048;
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public static final float DIR_SCALE = 2048;
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// lines referenced by this outline layer
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// lines referenced by this outline layer
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public LineLayer outlines;
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public LineLayer outlines;
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@ -137,7 +136,7 @@ public final class LineTexLayer extends Layer {
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float y = points[ipos++] * COORD_SCALE;
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float y = points[ipos++] * COORD_SCALE;
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// randomize a bit
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// randomize a bit
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float lineLength = FastMath.abs(x * y) % 20;
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float lineLength = (x * x + y * y) % 80;
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int end = pos + length;
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int end = pos + length;
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@ -47,6 +47,7 @@ public class TestOverlay extends BasicOverlay {
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LineTexLayer lt = (LineTexLayer) layers.getLayer(2, Layer.TEXLINE);
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LineTexLayer lt = (LineTexLayer) layers.getLayer(2, Layer.TEXLINE);
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lt.width = 4;
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lt.addLine(points, null);
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lt.addLine(points, null);
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float[] points2 = {
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float[] points2 = {
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@ -882,7 +882,7 @@
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</rule>
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</rule>
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<rule e="way" k="railway" v="rail|turntable" zoom-min="15">
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<rule e="way" k="railway" v="rail|turntable" zoom-min="15">
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<line stroke="#ddaa9988" width="1.0" cap="butt" fixed="true" fade="12" stipple="1"/>
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<line stroke="#ddaa9988" width="2.0" cap="butt" fixed="true" fade="12" stipple="1"/>
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</rule>
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</rule>
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<!-- <rule e="way" k="railway" v="rail" zoom-max="14" zoom-min="13">
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<!-- <rule e="way" k="railway" v="rail" zoom-max="14" zoom-min="13">
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