use Layer.width
This commit is contained in:
parent
8aab183d1a
commit
4faaf25dfa
@ -21,6 +21,7 @@ import java.nio.ShortBuffer;
|
||||
import org.oscim.core.MapPosition;
|
||||
import org.oscim.renderer.layer.Layer;
|
||||
import org.oscim.renderer.layer.Layers;
|
||||
import org.oscim.renderer.layer.LineLayer;
|
||||
import org.oscim.renderer.layer.LineTexLayer;
|
||||
import org.oscim.utils.GlUtils;
|
||||
|
||||
@ -30,6 +31,10 @@ import android.util.Log;
|
||||
public class LineTexRenderer {
|
||||
private final static String TAG = LineTexRenderer.class.getName();
|
||||
|
||||
// factor to normalize extrusion vector and scale to coord scale
|
||||
private final static float COORD_SCALE_BY_DIR_SCALE =
|
||||
GLRenderer.COORD_MULTIPLIER / LineLayer.DIR_SCALE;
|
||||
|
||||
private static int shader;
|
||||
private static int hVertexPosition0;
|
||||
private static int hVertexPosition1;
|
||||
@ -40,27 +45,28 @@ public class LineTexRenderer {
|
||||
private static int hTexColor;
|
||||
private static int hBgColor;
|
||||
private static int hScale;
|
||||
private static int hWidth;
|
||||
|
||||
private static int mIndicesBufferID;
|
||||
private static int mVertexFlipID;
|
||||
|
||||
// draw up to 100 quads in one pass
|
||||
|
||||
// draw up to 100 quads in one round
|
||||
private static int maxQuads = 100;
|
||||
private static int maxIndices = maxQuads * 6;
|
||||
private static int mTexID;
|
||||
|
||||
public static void init() {
|
||||
shader = GlUtils.createProgram(vertexShader,
|
||||
fragmentShader);
|
||||
shader = GlUtils.createProgram(vertexShader, fragmentShader);
|
||||
if (shader == 0) {
|
||||
Log.e(TAG, "Could not create program.");
|
||||
return;
|
||||
}
|
||||
|
||||
hMatrix = GLES20.glGetUniformLocation(shader, "u_mvp");
|
||||
hTexColor = GLES20.glGetUniformLocation(shader, "u_color");
|
||||
hBgColor = GLES20.glGetUniformLocation(shader, "u_bgcolor");
|
||||
hScale = GLES20.glGetUniformLocation(shader, "u_scale");
|
||||
hWidth = GLES20.glGetUniformLocation(shader, "u_width");
|
||||
|
||||
hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
|
||||
hVertexPosition1 = GLES20.glGetAttribLocation(shader, "a_pos1");
|
||||
@ -73,16 +79,8 @@ public class LineTexRenderer {
|
||||
mIndicesBufferID = mVboIds[0];
|
||||
mVertexFlipID = mVboIds[1];
|
||||
|
||||
// 0, 1, 0, 1
|
||||
byte[] flip = new byte[maxQuads * 4];
|
||||
for (int i = 0; i < flip.length; i++)
|
||||
flip[i] = (byte) (i % 2);
|
||||
|
||||
short j = 0;
|
||||
//mNumIndices = ((points.length) >> 2) * 6;
|
||||
|
||||
short[] indices = new short[maxIndices];
|
||||
for (int i = 0; i < maxIndices; i += 6, j += 4) {
|
||||
for (int i = 0, j = 0; i < maxIndices; i += 6, j += 4) {
|
||||
indices[i + 0] = (short) (j + 0);
|
||||
indices[i + 1] = (short) (j + 1);
|
||||
indices[i + 2] = (short) (j + 2);
|
||||
@ -98,11 +96,17 @@ public class LineTexRenderer {
|
||||
ShortBuffer sbuf = buf.asShortBuffer();
|
||||
sbuf.put(indices);
|
||||
sbuf.flip();
|
||||
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferID);
|
||||
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indices.length * 2, sbuf,
|
||||
GLES20.GL_STATIC_DRAW);
|
||||
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
|
||||
mIndicesBufferID);
|
||||
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
|
||||
indices.length * 2, sbuf, GLES20.GL_STATIC_DRAW);
|
||||
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
// 0, 1, 0, 1, 0, ...
|
||||
byte[] flip = new byte[maxQuads * 4];
|
||||
for (int i = 0; i < flip.length; i++)
|
||||
flip[i] = (byte) (i % 2);
|
||||
|
||||
buf.clear();
|
||||
buf.put(flip);
|
||||
buf.flip();
|
||||
@ -139,7 +143,6 @@ public class LineTexRenderer {
|
||||
GLES20.glEnableVertexAttribArray(hVertexFlip);
|
||||
|
||||
GLES20.glUniformMatrix4fv(hMatrix, 1, false, matrix, 0);
|
||||
GLES20.glUniform1f(hScale, pos.scale / div);
|
||||
|
||||
GLES20.glUniform4f(hTexColor, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
//aa9988
|
||||
@ -159,11 +162,19 @@ public class LineTexRenderer {
|
||||
|
||||
int offset = layers.texLineOffset;
|
||||
|
||||
float s = pos.scale / div;
|
||||
|
||||
Layer l = curLayer;
|
||||
while (l != null && l.type == Layer.TEXLINE) {
|
||||
LineTexLayer ll = (LineTexLayer) l;
|
||||
//Line line = ll.line;
|
||||
|
||||
// scale pattern to twice its size, then reset scale to 1.
|
||||
// (coord scale * pattern size) / scale
|
||||
GLES20.glUniform1f(hScale, (8 * 16) / Math.max((int)(s+0.25f), 1));
|
||||
|
||||
GLES20.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
|
||||
|
||||
// first pass
|
||||
int allIndices = (ll.evenQuads * 6);
|
||||
for (int i = 0; i < allIndices; i += maxIndices) {
|
||||
@ -245,6 +256,7 @@ public class LineTexRenderer {
|
||||
+ "uniform mat4 u_mvp;"
|
||||
+ "uniform vec4 u_color;"
|
||||
+ "uniform float u_scale;"
|
||||
+ "uniform float u_width;"
|
||||
+ "attribute vec4 a_pos0;"
|
||||
+ "attribute vec4 a_pos1;"
|
||||
+ "attribute vec2 a_len0;"
|
||||
@ -252,14 +264,16 @@ public class LineTexRenderer {
|
||||
+ "attribute float a_flip;"
|
||||
+ "varying vec2 v_st;"
|
||||
+ "void main() {"
|
||||
+ " float div = (8.0 * 16.0) / max(ceil(log(u_scale)),1.0);"
|
||||
// coord scale 8 * pattern length 16
|
||||
//+ " float div = (8.0 * 16.0) / max(ceil(log(u_scale)),1.0);"
|
||||
+ " float div = u_scale;"
|
||||
+ " if (a_flip == 0.0){"
|
||||
+ " vec2 dir = a_pos0.zw/16.0;"
|
||||
+ " gl_Position = u_mvp * vec4(a_pos0.xy + dir / u_scale, 0.0, 1.0);"
|
||||
+ " vec2 dir = u_width * a_pos0.zw;"
|
||||
+ " gl_Position = u_mvp * vec4(a_pos0.xy + dir, 0.0, 1.0);"
|
||||
+ " v_st = vec2(a_len0.x/div, 1.0);"
|
||||
+ " }else {"
|
||||
+ " vec2 dir = a_pos1.zw/16.0;"
|
||||
+ " gl_Position = u_mvp * vec4(a_pos1.xy - dir / u_scale, 0.0, 1.0);"
|
||||
+ " vec2 dir = u_width * a_pos1.zw ;"
|
||||
+ " gl_Position = u_mvp * vec4(a_pos1.xy - dir, 0.0, 1.0);"
|
||||
+ " v_st = vec2(a_len1.x/div, -1.0);"
|
||||
+ " }"
|
||||
+ "}";
|
||||
@ -280,8 +294,6 @@ public class LineTexRenderer {
|
||||
+ " float stipple_w = (1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w));"
|
||||
+ " float stipple_p = smoothstep(0.495, 0.505, len);"
|
||||
+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
|
||||
|
||||
//+ " gl_FragColor = u_color * min(abs(1.0 - mod(v_len, 20.0)/10.0), (1.0 - abs(v_st.x)));"
|
||||
+ "}";
|
||||
|
||||
}
|
||||
|
@ -18,7 +18,6 @@ import java.nio.ShortBuffer;
|
||||
|
||||
import org.oscim.renderer.GLRenderer;
|
||||
import org.oscim.theme.renderinstruction.Line;
|
||||
import org.oscim.utils.FastMath;
|
||||
|
||||
/**
|
||||
* Layer for textured or stippled lines
|
||||
@ -61,7 +60,7 @@ public final class LineTexLayer extends Layer {
|
||||
|
||||
private static final float COORD_SCALE = GLRenderer.COORD_MULTIPLIER;
|
||||
// scale factor mapping extrusion vector to short values
|
||||
public static final float DIR_SCALE = 255; //2048;
|
||||
public static final float DIR_SCALE = 2048;
|
||||
|
||||
// lines referenced by this outline layer
|
||||
public LineLayer outlines;
|
||||
@ -137,7 +136,7 @@ public final class LineTexLayer extends Layer {
|
||||
float y = points[ipos++] * COORD_SCALE;
|
||||
|
||||
// randomize a bit
|
||||
float lineLength = FastMath.abs(x * y) % 20;
|
||||
float lineLength = (x * x + y * y) % 80;
|
||||
|
||||
int end = pos + length;
|
||||
|
||||
|
@ -47,6 +47,7 @@ public class TestOverlay extends BasicOverlay {
|
||||
|
||||
|
||||
LineTexLayer lt = (LineTexLayer) layers.getLayer(2, Layer.TEXLINE);
|
||||
lt.width = 4;
|
||||
lt.addLine(points, null);
|
||||
|
||||
float[] points2 = {
|
||||
|
@ -882,7 +882,7 @@
|
||||
</rule>
|
||||
|
||||
<rule e="way" k="railway" v="rail|turntable" zoom-min="15">
|
||||
<line stroke="#ddaa9988" width="1.0" cap="butt" fixed="true" fade="12" stipple="1"/>
|
||||
<line stroke="#ddaa9988" width="2.0" cap="butt" fixed="true" fade="12" stipple="1"/>
|
||||
</rule>
|
||||
|
||||
<!-- <rule e="way" k="railway" v="rail" zoom-max="14" zoom-min="13">
|
||||
|
Loading…
x
Reference in New Issue
Block a user