Location renderer: activate all fragment shaders #171

This commit is contained in:
Emux 2016-09-17 19:56:22 +03:00
parent 769dd696e3
commit 50ccecc259

View File

@ -30,6 +30,8 @@ import static org.oscim.backend.GLAdapter.gl;
public class LocationRenderer extends LayerRenderer {
private static final int SHOW_ACCURACY_ZOOM = 16;
public enum Shader {SHADER_1, SHADER_2}
private final Map mMap;
private final Layer mLayer;
@ -60,6 +62,7 @@ public class LocationRenderer extends LayerRenderer {
private Callback mCallback;
private final Point mLocation = new Point(Double.NaN, Double.NaN);
private double mRadius;
private Shader mShader = Shader.SHADER_1;
private int mShowAccuracyZoom = SHOW_ACCURACY_ZOOM;
public LocationRenderer(Map map, Layer layer) {
@ -77,6 +80,10 @@ public class LocationRenderer extends LayerRenderer {
mRadius = radius;
}
public void setShader(Shader shader) {
mShader = shader;
}
public void setShowAccuracyZoom(int showAccuracyZoom) {
mShowAccuracyZoom = showAccuracyZoom;
}
@ -234,7 +241,15 @@ public class LocationRenderer extends LayerRenderer {
}
private boolean init() {
int shader = GLShader.createProgram(vShaderStr, fShaderStr);
int shader = 0;
switch (mShader) {
case SHADER_1:
shader = GLShader.createProgram(vShaderStr, fShaderStr1);
break;
case SHADER_2:
shader = GLShader.createProgram(vShaderStr, fShaderStr2);
break;
}
if (shader == 0)
return false;
@ -248,7 +263,7 @@ public class LocationRenderer extends LayerRenderer {
return true;
}
private final static String vShaderStr = ""
private static final String vShaderStr = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform float u_phase;"
@ -260,7 +275,7 @@ public class LocationRenderer extends LayerRenderer {
+ " v_tex = a_pos;"
+ "}";
private final static String fShaderStr = ""
private static final String fShaderStr1 = ""
+ "precision mediump float;"
+ "varying vec2 v_tex;"
+ "uniform float u_scale;"
@ -289,30 +304,30 @@ public class LocationRenderer extends LayerRenderer {
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
+ "}}";
//private final static String fShaderStr = ""
// + "precision mediump float;"
// + "varying vec2 v_tex;"
// + "uniform float u_scale;"
// + "uniform float u_phase;"
// + "uniform vec2 u_dir;"
// + "void main() {"
// + " float len = 1.0 - length(v_tex);"
// /// outer ring
// + " float a = smoothstep(0.0, 2.0 / u_scale, len);"
// /// inner ring
// + " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);"
// /// center point
// + " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
// + " vec2 dir = normalize(v_tex);"
// + " float d = dot(dir, u_dir); "
// /// 0.5 width of viewshed
// + " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);"
// /// - subtract inner from outer to create the outline
// /// - multiply by viewshed
// /// - add center point
// + " a = max(d, (a - (b + c)) + c);"
// + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
// + "}";
private static final String fShaderStr2 = ""
+ "precision mediump float;"
+ "varying vec2 v_tex;"
+ "uniform float u_scale;"
+ "uniform float u_phase;"
+ "uniform vec2 u_dir;"
+ "void main() {"
+ " float len = 1.0 - length(v_tex);"
/// outer ring
+ " float a = smoothstep(0.0, 2.0 / u_scale, len);"
/// inner ring
+ " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);"
/// center point
+ " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
+ " vec2 dir = normalize(v_tex);"
+ " float d = dot(dir, u_dir); "
/// 0.5 width of viewshed
+ " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);"
/// - subtract inner from outer to create the outline
/// - multiply by viewshed
/// - add center point
+ " a = max(d, (a - (b + c)) + c);"
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
+ "}";
public interface Callback {
float getRotation();