ExtrusionRenderer:

- set matrix per tile, not per layer
- ExtrusionLayer must have a color
- add alpha option
- cleanups
This commit is contained in:
Hannes Janetzek 2014-03-21 02:10:20 +01:00
parent 967ad4cba4
commit 581cddaa0e

View File

@ -37,6 +37,7 @@ public class ExtrusionRenderer extends LayerRenderer {
private final TileRenderer mTileLayer;
private final int mTileZoom;
private final boolean drawAlpha;
protected float mAlpha = 1;
@ -45,13 +46,15 @@ public class ExtrusionRenderer extends LayerRenderer {
mTileSet = new TileSet();
mTileZoom = tileZoom;
mMode = 0;
drawAlpha = true;
}
public ExtrusionRenderer(TileRenderer tileRenderLayer, int tileZoom, boolean mesh) {
public ExtrusionRenderer(TileRenderer tileRenderLayer, int tileZoom, boolean mesh, boolean alpha) {
mTileLayer = tileRenderLayer;
mTileSet = new TileSet();
mTileZoom = tileZoom;
mMode = mesh ? 1 : 0;
drawAlpha = alpha;
}
private static int[] shaderProgram = new int[2];
@ -210,8 +213,6 @@ public class ExtrusionRenderer extends LayerRenderer {
private final boolean debug = false;
private final boolean drawAlpha = false;
@Override
public void render(GLViewport v) {
// TODO one could render in one pass to texture and then draw the texture
@ -231,7 +232,7 @@ public class ExtrusionRenderer extends LayerRenderer {
GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
GL.glUniform1i(uExtMode, 0);
GLUtils.glUniform4fv(uExtColor, 4, mColor);
GLUtils.glUniform4fv(uExtColor, 4, DEBUG_COLOR);
GL.glUniform1f(uExtAlpha, 1);
GLState.test(false, false);
@ -268,8 +269,6 @@ public class ExtrusionRenderer extends LayerRenderer {
}
GL.glDepthMask(true);
//GL.glStencilMask(0xff);
//GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
GLState.test(true, false);
@ -285,7 +284,6 @@ public class ExtrusionRenderer extends LayerRenderer {
GL.glUniform1f(uExtAlpha, 1);
if (drawAlpha) {
GL.glColorMask(false, false, false, false);
GL.glUniform1i(uExtMode, -1);
//GLUtils.glUniform4fv(uExtColor, 4, mColor);
@ -293,23 +291,32 @@ public class ExtrusionRenderer extends LayerRenderer {
// draw to depth buffer
for (int i = 0; i < mTileCnt; i++) {
MapTile t = tiles[i];
ExtrusionLayer el = t.getLayers().getExtrusionLayers();
for (; el != null; el = (ExtrusionLayer) el.next) {
if (el == null)
continue;
int d = MapTile.depthOffset(t) * 10;
setMatrix(v, t, d);
v.mvp.setAsUniform(uExtMatrix);
for (; el != null; el = (ExtrusionLayer) el.next) {
if (el.vboIndices == null)
continue;
el.vboIndices.bind();
el.vboVertices.bind();
GL.glVertexAttribPointer(uExtVertexPosition, 3,
GL20.GL_SHORT, false, 8, 0);
GL.glDrawElements(GL20.GL_TRIANGLES,
(el.numIndices[0] + el.numIndices[1]
+ el.numIndices[2]),
GL20.GL_UNSIGNED_SHORT, 0);
GL.glDrawElements(GL20.GL_TRIANGLES, el.numIndices[0]
+ el.numIndices[1] + el.numIndices[2]
//+ el.numIndices[3] + el.numIndices[4]
,
GL20.GL_UNSIGNED_SHORT,
0);
}
}
@ -318,7 +325,6 @@ public class ExtrusionRenderer extends LayerRenderer {
GLState.blend(true);
}
// enable color buffer, use depth mask
GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
float[] currentColor = null;
@ -332,12 +338,10 @@ public class ExtrusionRenderer extends LayerRenderer {
if (el.vboIndices == null)
continue;
if (el.colors == null) {
currentColor = mColor;
GLUtils.glUniform4fv(uExtColor, mMode == 0 ? 4 : 1, currentColor);
} else if (currentColor != el.colors) {
if (el.colors != currentColor) {
currentColor = el.colors;
GLUtils.glUniform4fv(uExtColor, mMode == 0 ? 4 : 1, currentColor);
GLUtils.glUniform4fv(uExtColor, mMode == 0 ? 4 : 1,
el.colors);
}
int d = 1;
@ -432,34 +436,34 @@ public class ExtrusionRenderer extends LayerRenderer {
v.mvp.addDepthOffset(delta);
}
private final float _a = 0.88f;
private final float _r = 0xe9;
private final float _g = 0xe8;
private final float _b = 0xe6;
private final float _o = 20;
private final float _s = 4;
private final float _l = 0;
private static float A = 0.88f;
private static float R = 0xe9;
private static float G = 0xe8;
private static float B = 0xe6;
private static float O = 20;
private static float S = 4;
private static float L = 0;
private final float[] mColor = {
private static float[] DEBUG_COLOR = {
// roof color
_a * ((_r + _l) / 255),
_a * ((_g + _l) / 255),
_a * ((_b + _l) / 255),
A * ((R + L) / 255),
A * ((G + L) / 255),
A * ((B + L) / 255),
0.8f,
// sligthly differ adjacent side
// faces to improve contrast
_a * ((_r - _s) / 255 + 0.01f),
_a * ((_g - _s) / 255 + 0.01f),
_a * ((_b - _s) / 255),
_a,
_a * ((_r - _s) / 255),
_a * ((_g - _s) / 255),
_a * ((_b - _s) / 255),
_a,
A * ((R - S) / 255 + 0.01f),
A * ((G - S) / 255 + 0.01f),
A * ((B - S) / 255),
A,
A * ((R - S) / 255),
A * ((G - S) / 255),
A * ((B - S) / 255),
A,
// roof outline
(_r - _o) / 255,
(_g - _o) / 255,
(_b - _o) / 255,
(R - O) / 255,
(G - O) / 255,
(B - O) / 255,
0.9f,
};
@ -478,15 +482,13 @@ public class ExtrusionRenderer extends LayerRenderer {
// change height by u_alpha
+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
//+ " depth = gl_Position.z;"
+ " if (u_mode == -1) ;"
+ " if (u_mode == -1){;"
// roof / depth pass
//+ " color = u_color[0] * u_alpha;"
+ " else if (u_mode == 0){"
+ " } else if (u_mode == 0){"
// roof / depth pass
+ " color = u_color[0] * u_alpha;"
+ " } else {"
// decrease contrast with distance
+ " if (u_mode == 1){"
+ " } else if (u_mode == 1){"
// sides 1 - use 0xff00
// scale direction to -0.5<>0.5
+ " float dir = a_light.y / ff;"
@ -507,30 +509,7 @@ public class ExtrusionRenderer extends LayerRenderer {
// outline
+ " float z = (0.98 - gl_Position.z * 0.02);"
+ " color = u_color[3] * z;"
+ " } else {"
// normalize face x/y direction
+ " vec2 enc = (a_light / 255.0);"
+ " vec2 fenc = enc * 4.0 - 2.0;"
+ " float f = dot(fenc, fenc);"
+ " float g = sqrt(1.0 - f / 4.0);"
+ " vec3 r_norm;"
+ " r_norm.xy = fenc * g;"
+ " r_norm.z = 1.0 - f / 2.0;"
// normal points up or down (1,-1)
////+ " float dir = 1.0 - (2.0 * abs(mod(a_light.x,2.0)));"
// recreate face normal vector
///+ " vec3 r_norm = vec3(n.xy, dir * (1.0 - length(n.xy)));"
+ " vec3 light = normalize(vec3(-0.2,0.2,1.0));"
+ " float l = (1.0 + dot(r_norm, light)) / 2.0;"
/** ambient */
//+ " l = 0.2 + l * 0.8;"
/** extreme fake-ssao by height */
+ " l = l + (clamp(a_pos.z / 8192.0, 0.0, 0.1) - 0.05);"
+ " color = vec4(l, l, l-0.02, 1.0);"
+ "}}}";
+ "}}";
final static String extrusionVertexShader2 = ""
+ "uniform mat4 u_mvp;"
@ -540,6 +519,8 @@ public class ExtrusionRenderer extends LayerRenderer {
+ "attribute vec2 a_light;"
+ "varying vec4 color;"
+ "varying float depth;"
+ "const float alpha = 1.0;"
+ "void main() {"
// change height by u_alpha
+ " vec4 pos = a_pos;"
@ -560,14 +541,19 @@ public class ExtrusionRenderer extends LayerRenderer {
// recreate face normal vector
///+ " vec3 r_norm = vec3(n.xy, dir * (1.0 - length(n.xy)));"
+ " vec3 light = normalize(vec3(-0.2,0.2,1.0));"
+ " float l = (1.0 + dot(r_norm, light)) / 2.0;"
+ " vec3 light_dir = normalize(vec3(0.2, 0.2, 1.0));"
+ " float l = dot(r_norm, light_dir) * 0.8;"
+ " light_dir = normalize(vec3(-0.2, -0.2, 1.0));"
+ " l += dot(r_norm, light_dir) * 0.2;"
//+ " l = (l + (1.0 - r_norm.z))*0.5;"
/** ambient */
//+ " l = 0.2 + l * 0.8;"
+ " l = 0.4 + l * 0.6;"
/** extreme fake-ssao by height */
+ " l = l + (clamp(a_pos.z / 8192.0, 0.0, 0.1) - 0.05);"
+ " color = u_color * l;" //vec4(l, l, l-0.02, 1.0);"
+ " l += (clamp(a_pos.z / 2048.0, 0.0, 0.1) - 0.05);"
+ " color = vec4(u_color.rgb * (clamp(l, 0.0, 1.0) * alpha), alpha);"
+ "}";
final static String extrusionFragmentShader = ""