cleanup, less bright buildings
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28278ba102
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885eec73d5
@ -273,7 +273,7 @@ public class ExtrusionLayer extends Layer {
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vertices[v + 3] = vertices[v + 7] = c;
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color1 = color2;
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// check if polygon is convex
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/* check if polygon is convex */
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if (convex) {
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// TODO simple polys with only one concave arc
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// could be handled without special triangulation
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@ -286,37 +286,36 @@ public class ExtrusionLayer extends Layer {
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convex = false;
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}
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// check if face is within tile
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/* check if face is within tile */
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if (!mClipper.clip((int) cx, (int) cy, (int) nx, (int) ny)) {
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even = (even + 1) % 2;
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continue;
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}
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// add ZigZagQuadIndices(tm) for sides
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short[] indices = mCurIndices[even].vertices;
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// index id relative to mCurIndices item
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int ind = mCurIndices[even].used;
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// indices for current face
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/* add ZigZagQuadIndices(tm) for sides */
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short vert = (short) (vOffset + (i - 2));
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short s0 = vert++;
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short s1 = vert++;
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short s2 = vert++;
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short s3 = vert++;
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if (ind == VertexPoolItem.SIZE) {
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//mCurIndices[even].used = VertexPoolItem.SIZE;
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mCurIndices[even].next = VertexPool.get();
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mCurIndices[even] = mCurIndices[even].next;
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indices = mCurIndices[even].vertices;
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ind = 0;
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}
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// connect last to first (when number of faces is even)
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if (!addFace && i == len) {
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s2 -= len;
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s3 -= len;
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}
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short[] indices = mCurIndices[even].vertices;
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// index id relative to mCurIndices item
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int ind = mCurIndices[even].used;
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if (ind == VertexPoolItem.SIZE) {
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mCurIndices[even].next = VertexPool.get();
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mCurIndices[even] = mCurIndices[even].next;
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indices = mCurIndices[even].vertices;
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ind = 0;
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}
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indices[ind + 0] = s0;
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indices[ind + 1] = s2;
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indices[ind + 2] = s1;
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@ -326,9 +325,9 @@ public class ExtrusionLayer extends Layer {
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indices[ind + 5] = s3;
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mCurIndices[even].used += 6;
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even = (even + 1) % 2;
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even = (even == 0 ? 1 : 0);
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// add roof outline indices
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/* add roof outline indices */
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VertexPoolItem it = mCurIndices[IND_OUTLINE];
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if (it.used == VertexPoolItem.SIZE) {
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it.next = VertexPool.get();
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@ -407,10 +406,6 @@ public class ExtrusionLayer extends Layer {
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}
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}
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public void render() {
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}
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private static boolean initialized = false;
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private static ShortBuffer sBuf;
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private static FloatBuffer fBuf;
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@ -256,21 +256,17 @@ public class ExtrusionOverlay extends RenderOverlay {
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// draw roof
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GLES20.glUniform1i(hExtrusionMode, 0);
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//GLES20.glUniform4f(hExtrusionColor, 0.81f, 0.8f, 0.8f, 0.9f);
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GLES20.glUniform4fv(hExtrusionColor, 1, mRoofColor, 0);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[2],
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GLES20.GL_UNSIGNED_SHORT, (el.mIndiceCnt[0] + el.mIndiceCnt[1]) * 2);
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// draw sides 1
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//GLES20.glUniform4f(hExtrusionColor, 0.8f, 0.8f, 0.8f, 1.0f);
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//GLES20.glUniform4f(hExtrusionColor, 0.9f, 0.905f, 0.9f, 1.0f);
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GLES20.glUniform4fv(hExtrusionColor, 1, mColor, 0);
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GLES20.glUniform1i(hExtrusionMode, 1);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[0],
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GLES20.GL_UNSIGNED_SHORT, 0);
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// draw sides 2
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//GLES20.glUniform4f(hExtrusionColor, 0.9f, 0.9f, 0.905f, 1.0f);
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GLES20.glUniform4fv(hExtrusionColor, 1, mColor2, 0);
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GLES20.glUniform1i(hExtrusionMode, 2);
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@ -279,7 +275,7 @@ public class ExtrusionOverlay extends RenderOverlay {
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GLES20.glDepthFunc(GLES20.GL_LEQUAL);
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GLES20.glUniform1i(hExtrusionMode, 0);
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GLES20.glUniform4f(hExtrusionColor, 0.65f, 0.65f, 0.65f, 0.98f);
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GLES20.glUniform4f(hExtrusionColor, 0.7f, 0.7f, 0.7f, 1.0f);
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GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
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GLES20.GL_UNSIGNED_SHORT,
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(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);
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@ -334,10 +330,10 @@ public class ExtrusionOverlay extends RenderOverlay {
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+ " color = u_color;"
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+ " else if (u_mode == 1)"
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// sides 1 - use 0xff00
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+ " color = vec4(u_color.rgb * (a_light.y / ff), 0.8);"
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+ " color = vec4(u_color.rgb * (a_light.y / ff), 0.85);"
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+ " else"
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// sides 2 - use 0x00ff
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+ " color = vec4(u_color.rgb * (a_light.x / ff), 0.8);"
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+ " color = vec4(u_color.rgb * (a_light.x / ff), 0.85);"
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+ "}";
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// final static String extrusionVertexAnimShader = ""
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