trying to get polygon offset right...
This commit is contained in:
parent
a7790537f2
commit
a9f5525c50
@ -235,12 +235,13 @@ public class ExtrusionOverlay extends RenderOverlay {
|
|||||||
|
|
||||||
// draw to depth buffer
|
// draw to depth buffer
|
||||||
for (int i = 0; i < mTileCnt; i++) {
|
for (int i = 0; i < mTileCnt; i++) {
|
||||||
ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers;
|
MapTile t = tiles[i];
|
||||||
|
ExtrusionLayer el = (ExtrusionLayer) t.layers.extrusionLayers;
|
||||||
|
int add = GLRenderer.depthOffset(t);
|
||||||
|
GLES20.glPolygonOffset(2, add);
|
||||||
|
//GLES20.glPolygonOffset(1, i * 4 + 10);
|
||||||
|
|
||||||
GLES20.glPolygonOffset(2, GLRenderer.depthOffset(tiles[i]) * 4);
|
setMatrix(pos, mv, proj, t, div);
|
||||||
//GLES20.glPolygonOffset(2, i * 4 + 10);
|
|
||||||
|
|
||||||
setMatrix(pos, mv, proj, tiles[i], div);
|
|
||||||
GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
|
GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
|
||||||
|
|
||||||
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
|
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
|
||||||
@ -260,13 +261,14 @@ public class ExtrusionOverlay extends RenderOverlay {
|
|||||||
GLES20.glDepthMask(false);
|
GLES20.glDepthMask(false);
|
||||||
|
|
||||||
for (int i = 0; i < mTileCnt; i++) {
|
for (int i = 0; i < mTileCnt; i++) {
|
||||||
ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers;
|
MapTile t = tiles[i];
|
||||||
|
ExtrusionLayer el = (ExtrusionLayer) t.layers.extrusionLayers;
|
||||||
GLES20.glDepthFunc(GLES20.GL_EQUAL);
|
GLES20.glDepthFunc(GLES20.GL_EQUAL);
|
||||||
|
int add = GLRenderer.depthOffset(t);
|
||||||
|
GLES20.glPolygonOffset(2, add);
|
||||||
|
//GLES20.glPolygonOffset(1, i * 4 + 10);
|
||||||
|
|
||||||
GLES20.glPolygonOffset(2, GLRenderer.depthOffset(tiles[i]) * 4);
|
setMatrix(pos, mv, proj, t, div);
|
||||||
//GLES20.glPolygonOffset(2, i * 4 + 10);
|
|
||||||
|
|
||||||
setMatrix(pos, mv, proj, tiles[i], div);
|
|
||||||
GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
|
GLES20.glUniformMatrix4fv(uExtMatrix, 1, false, mv, 0);
|
||||||
|
|
||||||
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
|
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, el.mIndicesBufferID);
|
||||||
@ -397,17 +399,18 @@ public class ExtrusionOverlay extends RenderOverlay {
|
|||||||
+ "attribute vec4 a_pos;"
|
+ "attribute vec4 a_pos;"
|
||||||
+ "attribute vec2 a_light;"
|
+ "attribute vec2 a_light;"
|
||||||
+ "varying vec4 color;"
|
+ "varying vec4 color;"
|
||||||
|
//+ "varying float z;"
|
||||||
+ "const float ff = 255.0;"
|
+ "const float ff = 255.0;"
|
||||||
+ "float c_alpha = 0.8;"
|
|
||||||
+ "void main() {"
|
+ "void main() {"
|
||||||
// change height by u_alpha
|
// change height by u_alpha
|
||||||
+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
|
+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
|
||||||
|
//+ " z = gl_Position.z;"
|
||||||
+ " if (u_mode == 0)"
|
+ " if (u_mode == 0)"
|
||||||
// roof / depth pass
|
// roof / depth pass
|
||||||
+ " color = u_color[0];"
|
+ " color = u_color[0];"
|
||||||
+ " else {"
|
+ " else {"
|
||||||
// decrease contrast with distance
|
// decrease contrast with distance
|
||||||
+ " float z = (0.8 + gl_Position.z * 0.2);"
|
+ " float z = (0.9 + gl_Position.z * 0.1);"
|
||||||
+ " if (u_mode == 1){"
|
+ " if (u_mode == 1){"
|
||||||
// sides 1 - use 0xff00
|
// sides 1 - use 0xff00
|
||||||
// scale direction to -0.5<>0.5
|
// scale direction to -0.5<>0.5
|
||||||
@ -422,43 +425,7 @@ public class ExtrusionOverlay extends RenderOverlay {
|
|||||||
+ " } else"
|
+ " } else"
|
||||||
// outline
|
// outline
|
||||||
+ " color = u_color[3] * z;"
|
+ " color = u_color[3] * z;"
|
||||||
+ "}}",
|
+ "}}"
|
||||||
"precision mediump float;"
|
|
||||||
+ "uniform mat4 u_mvp;"
|
|
||||||
+ "uniform vec4 u_color[4];"
|
|
||||||
+ "uniform int u_mode;"
|
|
||||||
+ "uniform float u_alpha;"
|
|
||||||
+ "attribute vec4 a_pos;"
|
|
||||||
+ "attribute vec2 a_light;"
|
|
||||||
+ "varying vec4 color;"
|
|
||||||
+ "varying float z;"
|
|
||||||
+ "const float ff = 255.0;"
|
|
||||||
+ "float c_alpha = 0.8;"
|
|
||||||
+ "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;"
|
|
||||||
+ " if (u_mode == 0)"
|
|
||||||
// roof / depth pass
|
|
||||||
+ " color = u_color[0];"
|
|
||||||
+ " else {"
|
|
||||||
// decrease contrast with distance
|
|
||||||
+ " float z = (0.96 + gl_Position.z * 0.04);"
|
|
||||||
+ " if (u_mode == 1){"
|
|
||||||
// sides 1 - use 0xff00
|
|
||||||
// scale direction to -0.5<>0.5
|
|
||||||
+ " float dir = abs(a_light.y / ff - 0.5);"
|
|
||||||
+ " color = u_color[1] * z;"
|
|
||||||
+ " color.rgb *= (0.7 + dir * 0.4);"
|
|
||||||
+ " } else if (u_mode == 2){"
|
|
||||||
// sides 2 - use 0x00ff
|
|
||||||
+ " float dir = abs(a_light.x / ff - 0.5);"
|
|
||||||
+ " color = u_color[2] * z;"
|
|
||||||
+ " color.rgb *= (0.7 + dir * 0.4);"
|
|
||||||
+ " } else"
|
|
||||||
// outline
|
|
||||||
+ " color = u_color[3] * z;"
|
|
||||||
+ "}}",
|
|
||||||
};
|
};
|
||||||
|
|
||||||
final static String extrusionFragmentShader = ""
|
final static String extrusionFragmentShader = ""
|
||||||
|
Loading…
x
Reference in New Issue
Block a user