This commit is contained in:
Hannes Janetzek 2013-06-17 02:16:25 +02:00
parent 176f84ff95
commit 8dcb83ee8f

View File

@ -30,15 +30,13 @@ import org.oscim.view.MapView;
import android.opengl.GLES20;
import android.util.Log;
/**
* @author Hannes Janetzek
*/
public class ExtrusionRenderLayer extends RenderLayer {
private final static String TAG = ExtrusionRenderLayer.class.getName();
private final TileRenderLayer mTileLayer;
public ExtrusionRenderLayer(MapView mapView, org.oscim.layers.tile.TileRenderLayer tileRenderLayer) {
public ExtrusionRenderLayer(MapView mapView,
org.oscim.layers.tile.TileRenderLayer tileRenderLayer) {
super(mapView);
mTileLayer = tileRenderLayer;
mTileSet = new TileSet();
@ -54,44 +52,57 @@ public class ExtrusionRenderLayer extends RenderLayer {
private boolean initialized = false;
// FIXME sum up size used while filling layer only up to:
//public int mBufferSize = 65536;
private final TileSet mTileSet;
private MapTile[] mTiles;
private int mTileCnt;
private final static int SHADER = 0;
private boolean initShader() {
initialized = true;
for (int i = 0; i <= SHADER; i++) {
if (i == 0) {
shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
extrusionFragmentShader);
} else {
shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
extrusionFragmentShaderZ);
}
if (shaderProgram[i] == 0) {
Log.e(TAG, "Could not create extrusion shader program. " + i);
return false;
}
hMatrix[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mvp");
hColor[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_color");
hAlpha[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_alpha");
hMode[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mode");
hVertexPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_pos");
hLightPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_light");
}
return true;
}
@Override
public void update(MapPosition pos, boolean changed, Matrices matrices) {
mMapView.getMapViewPosition().getMapPosition(mMapPosition);
if (!initialized) {
initialized = true;
if (!initialized && !initShader())
return;
for (int i = 1; i < 2; i++) {
// Set up the program for rendering extrusions
shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
extrusionFragmentShader);
if (shaderProgram[i] == 0) {
Log.e(TAG, "Could not create extrusion shader program. " + i);
return;
}
hMatrix[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mvp");
hColor[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_color");
hAlpha[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_alpha");
hMode[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mode");
hVertexPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_pos");
hLightPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_light");
}
}
if (shaderProgram[0] == 0)
return;
if (mAlpha == 0 || pos.zoomLevel < 16) {
isReady = false;
return;
}
int ready = 0;
int activeTiles = 0;
mTileLayer.getVisibleTiles(mTileSet);
MapTile[] tiles = mTileSet.tiles;
@ -107,36 +118,35 @@ public class ExtrusionRenderLayer extends RenderLayer {
continue;
if (!el.compiled) {
// FIXME check 'bytes'?
int verticesBytes = el.mNumVertices * 8 * 2;
int verticesBytes = el.mNumVertices * 8;
el.compile(GLRenderer.getShortBuffer(verticesBytes));
GlUtils.checkGlError("...");
}
if (el.compiled)
mTiles[ready++] = tiles[i];
mTiles[activeTiles++] = tiles[i];
}
} else if (pos.zoomLevel == 16) {
// check if proxy children are ready
for (int i = 0; i < mTileSet.cnt; i++) {
MapTile t = tiles[i];
for (byte j = 0; j < 4; j++) {
if ((t.proxies & (1 << j)) != 0) {
MapTile c = t.rel.get(j);
el = getLayer(c);
if ((t.proxies & (1 << j)) == 0)
continue;
if (el == null || !el.compiled)
continue;
MapTile c = t.rel.get(j);
el = getLayer(c);
mTiles[ready++] = c;
}
if (el == null || !el.compiled)
continue;
mTiles[activeTiles++] = c;
}
}
}
mTileCnt = ready;
isReady = ready > 0;
mTileCnt = activeTiles;
isReady = activeTiles > 0;
if (!isReady)
mTileLayer.releaseTiles(mTileSet);
@ -161,22 +171,19 @@ public class ExtrusionRenderLayer extends RenderLayer {
@Override
public void render(MapPosition pos, Matrices m) {
// TODO one could render in one pass to texture and then draw the texture
// with alpha... might be faster.
// with alpha... might be faster and would allow postprocessing outlines.
MapTile[] tiles = mTiles;
//float div = FastMath.pow(tiles[0].zoomLevel - pos.zoomLevel);
int shaderMode = 1;
int uExtAlpha = hAlpha[shaderMode];
int uExtColor = hColor[shaderMode];
int uExtVertexPosition = hVertexPosition[shaderMode];
int uExtLightPosition = hLightPosition[shaderMode];
int uExtMatrix = hMatrix[shaderMode];
int uExtMode = hMode[shaderMode];
int uExtAlpha = hAlpha[SHADER];
int uExtColor = hColor[SHADER];
int uExtVertexPosition = hVertexPosition[SHADER];
int uExtLightPosition = hLightPosition[SHADER];
int uExtMatrix = hMatrix[SHADER];
int uExtMode = hMode[SHADER];
if (debug) {
GLState.useProgram(shaderProgram[shaderMode]);
GLState.useProgram(shaderProgram[SHADER]);
GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
GLES20.glUniform1i(uExtMode, 0);
@ -220,7 +227,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
GLState.test(true, false);
GLState.useProgram(shaderProgram[shaderMode]);
GLState.useProgram(shaderProgram[SHADER]);
GLState.enableVertexArrays(uExtVertexPosition, -1);
if (pos.scale < (1 << 18)) {
// chances are high that one moves through a building
@ -321,7 +328,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
int z = tile.zoomLevel;
double curScale = Tile.SIZE * pos.scale;
float scale = (float)(pos.scale / (1 << z));
float scale = (float) (pos.scale / (1 << z));
float x = (float) ((tile.x - pos.x) * curScale);
float y = (float) ((tile.y - pos.y) * curScale);
@ -335,7 +342,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
m.mvp.addDepthOffset(delta);
}
private final float _a = 0.86f;
private final float _a = 0.88f;
private final float _r = 0xe9;
private final float _g = 0xe8;
private final float _b = 0xe6;
@ -375,12 +382,12 @@ public class ExtrusionRenderLayer extends RenderLayer {
+ "attribute vec4 a_pos;"
+ "attribute vec2 a_light;"
+ "varying vec4 color;"
//+ "varying float z;"
+ "varying float depth;"
+ "const float ff = 255.0;"
+ "void main() {"
// change height by u_alpha
+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
//+ " z = gl_Position.z;"
//+ " depth = gl_Position.z;"
+ " if (u_mode == 0)"
// roof / depth pass
+ " color = u_color[0] * u_alpha;"
@ -392,14 +399,14 @@ public class ExtrusionRenderLayer extends RenderLayer {
+ " float dir = a_light.y / ff;"
+ " float z = (0.98 + gl_Position.z * 0.02);"
+ " color = u_color[1];"
+ " color.rgb *= (0.85 + dir * 0.15) * z;"
+ " color.rgb *= (0.8 + dir * 0.2) * z;"
+ " color *= u_alpha;"
+ " } else if (u_mode == 2){"
// sides 2 - use 0x00ff
+ " float dir = a_light.x / ff;"
+ " float z = (0.98 + gl_Position.z * 0.02);"
+ " color = u_color[2];"
+ " color.rgb *= (0.85 + dir * 0.15) * z;"
+ " color.rgb *= (0.8 + dir * 0.2) * z;"
+ " color *= u_alpha;"
+ " } else {"
// outline
@ -415,14 +422,13 @@ public class ExtrusionRenderLayer extends RenderLayer {
+ "}";
final static String extrusionFragmentShaderZ = ""
+ "precision highp float;"
+ "uniform vec4 u_color;"
+ "varying float z;"
+ "precision mediump float;"
+ "varying float depth;"
+ "void main() {"
+ "if (z < 0.0)"
+ " gl_FragColor = vec4(z * -1.0, 0.0, 0.0, 1.0);"
+ "else"
+ " gl_FragColor = vec4(0.0, 0.0, z, 1.0);"
+ "float d = depth * 0.2;"
+ "if (d < 0.0)"
+ " d = -d;"
+ " gl_FragColor = vec4(1.0 - d, 1.0 - d, 1.0 - d, 1.0 - d);"
+ "}";
public void setAlpha(float a) {