Location renderer with many improvements and fixes, closes #171
This commit is contained in:
parent
7cdeacd1c2
commit
769dd696e3
@ -11,7 +11,8 @@
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- Native libraries for all platforms [#14](https://github.com/mapsforge/vtm/issues/14)
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- Line stipple and texture rendering [#105](https://github.com/mapsforge/vtm/issues/105)
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- Layer groups [#99](https://github.com/mapsforge/vtm/issues/99) [#103](https://github.com/mapsforge/vtm/issues/103)
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- Map scale bar multi-platform [#84](https://github.com/mapsforge/vtm/issues/84)
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- Location renderer [#171](https://github.com/mapsforge/vtm/issues/171)
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- Map scale bar [#84](https://github.com/mapsforge/vtm/issues/84)
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- libGDX layer gestures [#151](https://github.com/mapsforge/vtm/issues/151)
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- LWJGL desktop libGDX backend [#129](https://github.com/mapsforge/vtm/issues/129)
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- Render theme area tessellation option [#37](https://github.com/mapsforge/vtm/issues/37)
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@ -1,6 +1,7 @@
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/*
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* Copyright 2013 Ahmad Saleem
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* Copyright 2013 Hannes Janetzek
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* Copyright 2016 devemux86
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*
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* This program is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free Software
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@ -13,7 +14,6 @@
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* You should have received a copy of the GNU Lesser General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package org.oscim.app.location;
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import android.content.Context;
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@ -31,10 +31,11 @@ import org.oscim.core.MapPosition;
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import org.oscim.event.Event;
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import org.oscim.layers.Layer;
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import org.oscim.map.Map;
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import org.oscim.renderer.LocationRenderer;
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@SuppressWarnings("deprecation")
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public class Compass extends Layer implements SensorEventListener,
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Map.UpdateListener {
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public class Compass extends Layer implements SensorEventListener, Map.UpdateListener,
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LocationRenderer.Callback {
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// final static Logger log = LoggerFactory.getLogger(Compass.class);
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@ -84,6 +85,7 @@ public class Compass extends Layer implements SensorEventListener,
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setEnabled(false);
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}
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@Override
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public synchronized float getRotation() {
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return mCurRotation;
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}
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@ -16,44 +16,29 @@
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*/
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package org.oscim.app.location;
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import android.os.SystemClock;
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import org.oscim.backend.GL;
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import org.oscim.core.Box;
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import org.oscim.core.MercatorProjection;
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import org.oscim.core.Point;
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import org.oscim.core.Tile;
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import org.oscim.layers.Layer;
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import org.oscim.map.Map;
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import org.oscim.renderer.GLShader;
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import org.oscim.renderer.GLState;
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import org.oscim.renderer.GLViewport;
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import org.oscim.renderer.LayerRenderer;
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import org.oscim.renderer.MapRenderer;
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import org.oscim.utils.FastMath;
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import org.oscim.utils.math.Interpolation;
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import static org.oscim.backend.GLAdapter.gl;
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import org.oscim.renderer.LocationRenderer;
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public class LocationOverlay extends Layer {
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private final int SHOW_ACCURACY_ZOOM = 16;
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private final Point mLocation = new Point();
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private double mRadius;
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private final Compass mCompass;
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private final LocationRenderer mLocationRenderer;
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public LocationOverlay(Map map, Compass compass) {
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super(map);
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mRenderer = new LocationIndicator(map);
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mCompass = compass;
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mRenderer = mLocationRenderer = new LocationRenderer(mMap, this);
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mLocationRenderer.setCallback(compass);
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}
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public void setPosition(double latitude, double longitude, double accuracy) {
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mLocation.x = MercatorProjection.longitudeToX(longitude);
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mLocation.y = MercatorProjection.latitudeToY(latitude);
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mRadius = accuracy / MercatorProjection.groundResolution(latitude, 1);
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((LocationIndicator) mRenderer).animate(true);
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double x = MercatorProjection.longitudeToX(longitude);
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double y = MercatorProjection.latitudeToY(latitude);
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double radius = accuracy / MercatorProjection.groundResolution(latitude, 1);
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mLocationRenderer.setLocation(x, y, radius);
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mLocationRenderer.animate(true);
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}
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@Override
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@ -64,268 +49,8 @@ public class LocationOverlay extends Layer {
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super.setEnabled(enabled);
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if (!enabled)
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((LocationIndicator) mRenderer).animate(false);
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mLocationRenderer.animate(false);
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mCompass.setEnabled(enabled);
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}
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public class LocationIndicator extends LayerRenderer {
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private int mShaderProgram;
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private int hVertexPosition;
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private int hMatrixPosition;
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private int hScale;
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private int hPhase;
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private int hDirection;
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private final float CIRCLE_SIZE = 60;
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private final static long ANIM_RATE = 50;
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private final static long INTERVAL = 2000;
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private final Point mIndicatorPosition = new Point();
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private final Point mScreenPoint = new Point();
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private final Box mBBox = new Box();
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private boolean mInitialized;
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private boolean mLocationIsVisible;
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private boolean mRunAnim;
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private long mAnimStart;
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public LocationIndicator(final Map map) {
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super();
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}
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private void animate(boolean enable) {
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if (mRunAnim == enable)
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return;
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mRunAnim = enable;
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if (!enable)
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return;
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final Runnable action = new Runnable() {
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private long lastRun;
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@Override
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public void run() {
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if (!mRunAnim)
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return;
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long diff = SystemClock.elapsedRealtime() - lastRun;
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mMap.postDelayed(this, Math.min(ANIM_RATE, diff));
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mMap.render();
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}
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};
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mAnimStart = SystemClock.elapsedRealtime();
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mMap.postDelayed(action, ANIM_RATE);
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}
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private float animPhase() {
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return (float) ((MapRenderer.frametime - mAnimStart) % INTERVAL) / INTERVAL;
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}
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@Override
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public void update(GLViewport v) {
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if (!mInitialized) {
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init();
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mInitialized = true;
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}
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if (!isEnabled()) {
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setReady(false);
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return;
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}
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if (!v.changed() && isReady())
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return;
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setReady(true);
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int width = mMap.getWidth();
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int height = mMap.getHeight();
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// clamp location to a position that can be
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// savely translated to screen coordinates
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v.getBBox(mBBox, 0);
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double x = mLocation.x;
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double y = mLocation.y;
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if (!mBBox.contains(mLocation)) {
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x = FastMath.clamp(x, mBBox.xmin, mBBox.xmax);
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y = FastMath.clamp(y, mBBox.ymin, mBBox.ymax);
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}
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// get position of Location in pixel relative to
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// screen center
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v.toScreenPoint(x, y, mScreenPoint);
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x = mScreenPoint.x + width / 2;
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y = mScreenPoint.y + height / 2;
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// clip position to screen boundaries
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int visible = 0;
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if (x > width - 5)
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x = width;
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else if (x < 5)
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x = 0;
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else
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visible++;
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if (y > height - 5)
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y = height;
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else if (y < 5)
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y = 0;
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else
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visible++;
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mLocationIsVisible = (visible == 2);
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// set location indicator position
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v.fromScreenPoint(x, y, mIndicatorPosition);
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}
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@Override
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public void render(GLViewport v) {
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GLState.useProgram(mShaderProgram);
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GLState.blend(true);
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GLState.test(false, false);
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GLState.enableVertexArrays(hVertexPosition, -1);
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MapRenderer.bindQuadVertexVBO(hVertexPosition/*, true*/);
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float radius = CIRCLE_SIZE;
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animate(true);
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boolean viewShed = false;
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if (!mLocationIsVisible /* || pos.zoomLevel < SHOW_ACCURACY_ZOOM */) {
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//animate(true);
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} else {
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if (v.pos.zoomLevel >= SHOW_ACCURACY_ZOOM)
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radius = (float) (mRadius * v.pos.scale);
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viewShed = true;
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//animate(false);
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}
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gl.uniform1f(hScale, radius);
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double x = mIndicatorPosition.x - v.pos.x;
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double y = mIndicatorPosition.y - v.pos.y;
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double tileScale = Tile.SIZE * v.pos.scale;
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v.mvp.setTransScale((float) (x * tileScale), (float) (y * tileScale), 1);
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v.mvp.multiplyMM(v.viewproj, v.mvp);
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v.mvp.setAsUniform(hMatrixPosition);
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if (!viewShed) {
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float phase = Math.abs(animPhase() - 0.5f) * 2;
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//phase = Interpolation.fade.apply(phase);
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phase = Interpolation.swing.apply(phase);
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gl.uniform1f(hPhase, 0.8f + phase * 0.2f);
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} else {
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gl.uniform1f(hPhase, 1);
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}
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if (viewShed && mLocationIsVisible) {
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float rotation = mCompass.getRotation() - 90;
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gl.uniform2f(hDirection,
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(float) Math.cos(Math.toRadians(rotation)),
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(float) Math.sin(Math.toRadians(rotation)));
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} else {
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gl.uniform2f(hDirection, 0, 0);
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}
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gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
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}
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private boolean init() {
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int shader = GLShader.createProgram(vShaderStr, fShaderStr);
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if (shader == 0)
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return false;
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mShaderProgram = shader;
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hVertexPosition = gl.getAttribLocation(shader, "a_pos");
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hMatrixPosition = gl.getUniformLocation(shader, "u_mvp");
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hPhase = gl.getUniformLocation(shader, "u_phase");
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hScale = gl.getUniformLocation(shader, "u_scale");
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hDirection = gl.getUniformLocation(shader, "u_dir");
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return true;
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}
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private final static String vShaderStr = ""
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+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "uniform float u_phase;"
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+ "uniform float u_scale;"
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+ "attribute vec2 a_pos;"
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+ "varying vec2 v_tex;"
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+ "void main() {"
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+ " gl_Position = u_mvp * vec4(a_pos * u_scale * u_phase, 0.0, 1.0);"
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+ " v_tex = a_pos;"
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+ "}";
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private final static String fShaderStr = ""
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+ "precision mediump float;"
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+ "varying vec2 v_tex;"
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+ "uniform float u_scale;"
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+ "uniform float u_phase;"
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+ "uniform vec2 u_dir;"
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+ "void main() {"
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+ " float len = 1.0 - length(v_tex);"
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+ " if (u_dir.x == 0.0 && u_dir.y == 0.0){"
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+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;"
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+ " } else {"
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/// outer ring
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+ " float a = smoothstep(0.0, 2.0 / u_scale, len);"
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/// inner ring
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+ " float b = 0.5 * smoothstep(4.0 / u_scale, 5.0 / u_scale, len);"
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/// center point
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+ " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
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+ " vec2 dir = normalize(v_tex);"
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+ " float d = 1.0 - dot(dir, u_dir); "
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/// 0.5 width of viewshed
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+ " d = clamp(step(0.5, d), 0.4, 0.7);"
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/// - subtract inner from outer to create the outline
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/// - multiply by viewshed
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/// - add center point
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+ " a = d * (a - (b + c)) + c;"
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+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
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+ "}}";
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//private final static String fShaderStr = ""
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// + "precision mediump float;"
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// + "varying vec2 v_tex;"
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// + "uniform float u_scale;"
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// + "uniform float u_phase;"
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// + "uniform vec2 u_dir;"
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// + "void main() {"
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// + " float len = 1.0 - length(v_tex);"
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// /// outer ring
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// + " float a = smoothstep(0.0, 2.0 / u_scale, len);"
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// /// inner ring
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// + " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);"
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// /// center point
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// + " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));"
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// + " vec2 dir = normalize(v_tex);"
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// + " float d = dot(dir, u_dir); "
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// /// 0.5 width of viewshed
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// + " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);"
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// /// - subtract inner from outer to create the outline
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// /// - multiply by viewshed
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// /// - add center point
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// + " a = max(d, (a - (b + c)) + c);"
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// + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;"
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// + "}";
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}
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}
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320
vtm/src/org/oscim/renderer/LocationRenderer.java
Normal file
320
vtm/src/org/oscim/renderer/LocationRenderer.java
Normal file
@ -0,0 +1,320 @@
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/*
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* Copyright 2013 Ahmad Saleem
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* Copyright 2013 Hannes Janetzek
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* Copyright 2016 devemux86
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*
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* This program is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package org.oscim.renderer;
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import org.oscim.backend.GL;
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import org.oscim.core.Box;
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import org.oscim.core.Point;
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import org.oscim.core.Tile;
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import org.oscim.layers.Layer;
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import org.oscim.map.Map;
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import org.oscim.utils.FastMath;
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import org.oscim.utils.math.Interpolation;
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import static org.oscim.backend.GLAdapter.gl;
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public class LocationRenderer extends LayerRenderer {
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private static final int SHOW_ACCURACY_ZOOM = 16;
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private final Map mMap;
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private final Layer mLayer;
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private int mShaderProgram;
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private int hVertexPosition;
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private int hMatrixPosition;
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private int hScale;
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private int hPhase;
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private int hDirection;
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private static final float CIRCLE_SIZE = 60;
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private static final long ANIM_RATE = 50;
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private static final long INTERVAL = 2000;
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private final Point mIndicatorPosition = new Point();
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private final Point mScreenPoint = new Point();
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private final Box mBBox = new Box();
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private boolean mInitialized;
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private boolean mLocationIsVisible;
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private boolean mRunAnim;
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private long mAnimStart;
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private Callback mCallback;
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private final Point mLocation = new Point(Double.NaN, Double.NaN);
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private double mRadius;
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private int mShowAccuracyZoom = SHOW_ACCURACY_ZOOM;
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public LocationRenderer(Map map, Layer layer) {
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mMap = map;
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mLayer = layer;
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}
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public void setCallback(Callback callback) {
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mCallback = callback;
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}
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public void setLocation(double x, double y, double radius) {
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mLocation.x = x;
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mLocation.y = y;
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mRadius = radius;
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}
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public void setShowAccuracyZoom(int showAccuracyZoom) {
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mShowAccuracyZoom = showAccuracyZoom;
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}
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public void animate(boolean enable) {
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if (mRunAnim == enable)
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return;
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mRunAnim = enable;
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if (!enable)
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return;
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final Runnable action = new Runnable() {
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private long lastRun;
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@Override
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public void run() {
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if (!mRunAnim)
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return;
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long diff = System.currentTimeMillis() - lastRun;
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mMap.postDelayed(this, Math.min(ANIM_RATE, diff));
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mMap.render();
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lastRun = System.currentTimeMillis();
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}
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};
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mAnimStart = System.currentTimeMillis();
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mMap.postDelayed(action, ANIM_RATE);
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}
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private float animPhase() {
|
||||
return (float) ((MapRenderer.frametime - mAnimStart) % INTERVAL) / INTERVAL;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(GLViewport v) {
|
||||
|
||||
if (!mInitialized) {
|
||||
init();
|
||||
mInitialized = true;
|
||||
}
|
||||
|
||||
if (!mLayer.isEnabled()) {
|
||||
setReady(false);
|
||||
return;
|
||||
}
|
||||
|
||||
/*if (!v.changed() && isReady())
|
||||
return;*/
|
||||
|
||||
setReady(true);
|
||||
|
||||
int width = mMap.getWidth();
|
||||
int height = mMap.getHeight();
|
||||
|
||||
// clamp location to a position that can be
|
||||
// savely translated to screen coordinates
|
||||
v.getBBox(mBBox, 0);
|
||||
|
||||
double x = mLocation.x;
|
||||
double y = mLocation.y;
|
||||
|
||||
if (!mBBox.contains(mLocation)) {
|
||||
x = FastMath.clamp(x, mBBox.xmin, mBBox.xmax);
|
||||
y = FastMath.clamp(y, mBBox.ymin, mBBox.ymax);
|
||||
}
|
||||
|
||||
// get position of Location in pixel relative to
|
||||
// screen center
|
||||
v.toScreenPoint(x, y, mScreenPoint);
|
||||
|
||||
x = mScreenPoint.x + width / 2;
|
||||
y = mScreenPoint.y + height / 2;
|
||||
|
||||
// clip position to screen boundaries
|
||||
int visible = 0;
|
||||
|
||||
if (x > width - 5)
|
||||
x = width;
|
||||
else if (x < 5)
|
||||
x = 0;
|
||||
else
|
||||
visible++;
|
||||
|
||||
if (y > height - 5)
|
||||
y = height;
|
||||
else if (y < 5)
|
||||
y = 0;
|
||||
else
|
||||
visible++;
|
||||
|
||||
mLocationIsVisible = (visible == 2);
|
||||
|
||||
// set location indicator position
|
||||
v.fromScreenPoint(x, y, mIndicatorPosition);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render(GLViewport v) {
|
||||
|
||||
GLState.useProgram(mShaderProgram);
|
||||
GLState.blend(true);
|
||||
GLState.test(false, false);
|
||||
|
||||
GLState.enableVertexArrays(hVertexPosition, -1);
|
||||
MapRenderer.bindQuadVertexVBO(hVertexPosition/*, true*/);
|
||||
|
||||
float radius = CIRCLE_SIZE;
|
||||
|
||||
animate(true);
|
||||
boolean viewShed = false;
|
||||
if (!mLocationIsVisible /* || pos.zoomLevel < SHOW_ACCURACY_ZOOM */) {
|
||||
//animate(true);
|
||||
} else {
|
||||
if (v.pos.zoomLevel >= mShowAccuracyZoom && mRadius > 0)
|
||||
radius = (float) (mRadius * v.pos.scale);
|
||||
|
||||
viewShed = true;
|
||||
//animate(false);
|
||||
}
|
||||
gl.uniform1f(hScale, radius);
|
||||
|
||||
double x = mIndicatorPosition.x - v.pos.x;
|
||||
double y = mIndicatorPosition.y - v.pos.y;
|
||||
double tileScale = Tile.SIZE * v.pos.scale;
|
||||
|
||||
v.mvp.setTransScale((float) (x * tileScale), (float) (y * tileScale), 1);
|
||||
v.mvp.multiplyMM(v.viewproj, v.mvp);
|
||||
v.mvp.setAsUniform(hMatrixPosition);
|
||||
|
||||
if (!viewShed) {
|
||||
float phase = Math.abs(animPhase() - 0.5f) * 2;
|
||||
//phase = Interpolation.fade.apply(phase);
|
||||
phase = Interpolation.swing.apply(phase);
|
||||
|
||||
gl.uniform1f(hPhase, 0.8f + phase * 0.2f);
|
||||
} else {
|
||||
gl.uniform1f(hPhase, 1);
|
||||
}
|
||||
|
||||
if (viewShed && mLocationIsVisible) {
|
||||
float rotation = 0;
|
||||
if (mCallback != null)
|
||||
rotation = mCallback.getRotation();
|
||||
rotation -= 90;
|
||||
gl.uniform2f(hDirection,
|
||||
(float) Math.cos(Math.toRadians(rotation)),
|
||||
(float) Math.sin(Math.toRadians(rotation)));
|
||||
} else {
|
||||
gl.uniform2f(hDirection, 0, 0);
|
||||
}
|
||||
|
||||
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
private boolean init() {
|
||||
int shader = GLShader.createProgram(vShaderStr, fShaderStr);
|
||||
if (shader == 0)
|
||||
return false;
|
||||
|
||||
mShaderProgram = shader;
|
||||
hVertexPosition = gl.getAttribLocation(shader, "a_pos");
|
||||
hMatrixPosition = gl.getUniformLocation(shader, "u_mvp");
|
||||
hPhase = gl.getUniformLocation(shader, "u_phase");
|
||||
hScale = gl.getUniformLocation(shader, "u_scale");
|
||||
hDirection = gl.getUniformLocation(shader, "u_dir");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private final static String vShaderStr = ""
|
||||
+ "precision mediump float;"
|
||||
+ "uniform mat4 u_mvp;"
|
||||
+ "uniform float u_phase;"
|
||||
+ "uniform float u_scale;"
|
||||
+ "attribute vec2 a_pos;"
|
||||
+ "varying vec2 v_tex;"
|
||||
+ "void main() {"
|
||||
+ " gl_Position = u_mvp * vec4(a_pos * u_scale * u_phase, 0.0, 1.0);"
|
||||
+ " v_tex = a_pos;"
|
||||
+ "}";
|
||||
|
||||
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);"
|
||||
+ " if (u_dir.x == 0.0 && u_dir.y == 0.0){"
|
||||
+ " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * len;"
|
||||
+ " } else {"
|
||||
/// outer ring
|
||||
+ " float a = smoothstep(0.0, 2.0 / u_scale, len);"
|
||||
/// inner ring
|
||||
+ " float b = 0.5 * smoothstep(4.0 / u_scale, 5.0 / 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 = 1.0 - dot(dir, u_dir); "
|
||||
/// 0.5 width of viewshed
|
||||
+ " d = clamp(step(0.5, d), 0.4, 0.7);"
|
||||
/// - subtract inner from outer to create the outline
|
||||
/// - multiply by viewshed
|
||||
/// - add center point
|
||||
+ " a = d * (a - (b + c)) + c;"
|
||||
+ " 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;"
|
||||
// + "}";
|
||||
|
||||
public interface Callback {
|
||||
float getRotation();
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user