use procedural texture for regular stipple

This commit is contained in:
Hannes Janetzek
2013-02-24 10:20:20 +01:00
parent c8ab69ed2d
commit aaafe0cddc
3 changed files with 70 additions and 50 deletions

View File

@@ -136,7 +136,7 @@ public class BaseMap {
int simpleShader = (pos.tilt < 1 ? 1 : 0);
boolean clipped = false;
boolean lineTexture = true;
//boolean lineTexture = true;
for (Layer l = t.layers.baseLayers; l != null;) {
switch (l.type) {
@@ -147,7 +147,7 @@ public class BaseMap {
case Layer.LINE:
//if (!lineTexture) {
LineRenderer.beginLines();
//LineRenderer.beginLines();
// lineTexture = true;
//}
if (!clipped) {
@@ -160,7 +160,7 @@ public class BaseMap {
break;
case Layer.TEXLINE:
LineRenderer.endLines();
//LineRenderer.endLines();
if (!clipped) {
// draw stencil buffer clip region
@@ -168,7 +168,7 @@ public class BaseMap {
clipped = true;
}
l = LineTexRenderer.draw(t.layers, l, pos, mvp, div);
lineTexture = false;
//lineTexture = false;
break;
default:

View File

@@ -46,14 +46,15 @@ public class LineTexRenderer {
private static int hTexColor;
private static int hBgColor;
private static int hScale;
private static int hPatternScale;
private static int hWidth;
private static int hPatternScale;
private static int hPatternWidth;
private static int mIndicesBufferID;
private static int mVertexFlipID;
// batch up up to 100 quads in one draw call
private static int maxQuads = 100;
// batch up up to 64 quads in one draw call
private static int maxQuads = 64;
private static int maxIndices = maxQuads * 6;
private static int[] mTexID;
@@ -68,8 +69,9 @@ public class LineTexRenderer {
hTexColor = GLES20.glGetUniformLocation(shader, "u_color");
hBgColor = GLES20.glGetUniformLocation(shader, "u_bgcolor");
hScale = GLES20.glGetUniformLocation(shader, "u_scale");
hPatternScale = GLES20.glGetUniformLocation(shader, "u_pscale");
hWidth = GLES20.glGetUniformLocation(shader, "u_width");
hPatternScale = GLES20.glGetUniformLocation(shader, "u_pscale");
hPatternWidth = GLES20.glGetUniformLocation(shader, "u_pwidth");
hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
hVertexPosition1 = GLES20.glGetAttribLocation(shader, "a_pos1");
@@ -118,13 +120,11 @@ public class LineTexRenderer {
GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
mTexID = new int[10];
byte[] stipple = new byte[2];
stipple[0] = 32;
stipple[1] = 32;
mTexID[0] = GlUtils.loadStippleTexture(stipple);
// mTexID = new int[10];
// byte[] stipple = new byte[2];
// stipple[0] = 32;
// stipple[1] = 32;
// mTexID[0] = GlUtils.loadStippleTexture(stipple);
}
private final static int STRIDE = 12;
@@ -159,7 +159,7 @@ public class LineTexRenderer {
float s = pos.scale / div;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID[0]);
//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID[0]);
Layer l = curLayer;
while (l != null && l.type == Layer.TEXLINE) {
@@ -176,10 +176,12 @@ public class LineTexRenderer {
//GLES20.glUniform4f(hBgColor, 0x99 / 255f, 0x96 / 255f, 0x93 / 255f, 0.95f);
// scale pattern to twice its size, then reset scale to 1.
// (coord scale * pattern size) / scale
GLES20.glUniform1f(hPatternScale, (8 * (64 / line.stipple)) / Math.max((int) s, 1));
// (coord scale * pattern size / tex size) / scale
//GLES20.glUniform1f(hPatternScale, (8 * line.stipple / 64) / Math.max((int) s, 1));
GLES20.glUniform1f(hPatternScale, (8 * line.stipple) / Math.max((int) s, 1));
GLES20.glUniform1f(hPatternWidth, line.stippleWidth);
//float f = Math.max((int)(s), 1);
//Log.d(TAG, s + " : " + f);
//GLES20.glUniform1f(hPatternScale, (8 * line.stipple) / 1);
GLES20.glUniform1f(hScale, pos.scale);
@@ -196,7 +198,7 @@ public class LineTexRenderer {
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;;
int add = (l.offset + i * 8) + vOffset;
GLES20.glVertexAttribPointer(hVertexPosition0,
4, GLES20.GL_SHORT, false, STRIDE,
@@ -257,9 +259,9 @@ public class LineTexRenderer {
GLES20.glDisableVertexAttribArray(hVertexLength0);
GLES20.glDisableVertexAttribArray(hVertexLength1);
GLES20.glDisableVertexAttribArray(hVertexFlip);
GlUtils.checkGlError("...");
GlUtils.checkGlError(TAG);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return l;
}
@@ -290,6 +292,26 @@ public class LineTexRenderer {
+ " gl_Position = u_mvp * pos;"
+ "}";
//*
final static String fragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
+ " precision mediump float;"
+ " uniform vec4 u_color;"
+ " uniform vec4 u_bgcolor;"
+ " uniform float u_pwidth;"
+ " varying vec2 v_st;"
+ " void main() {"
// 1.0 minus distance on perpendicular to the line
+ " float dist = 1.0 - abs(v_st.t);"
+ " float fuzz = fwidth(v_st.t);"
+ " float fuzz_p = fwidth(v_st.s);"
+ " float line_w = smoothstep(0.0, fuzz, dist);"
+ " float stipple_w = smoothstep(0.0, u_pwidth + fuzz, dist);"
+ " float phase = abs(mod(v_st.s, 2.0) - 1.0);"
+ " float stipple_p = smoothstep(0.5 - fuzz_p, 0.5 + fuzz_p, phase);"
+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
+ " } "; //*/
/*
final static String fragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
@@ -311,23 +333,24 @@ public class LineTexRenderer {
+ " gl_FragColor = u_bgcolor * stipple_p;"
// + " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
+ "}"; //*/
//*
/*
final static String fragmentShader = ""
+ "#extension GL_OES_standard_derivatives : enable\n"
+ "precision mediump float;"
+ "uniform sampler2D tex;"
+ " precision mediump float;"
+ " uniform sampler2D tex;"
+ " uniform vec4 u_color;"
+ " uniform vec4 u_bgcolor;"
+ "varying vec2 v_st;"
+ "void main() {"
+ " float len = texture2D(tex, v_st).a;"
+ " uniform float u_pwidth;"
+ " varying vec2 v_st;"
+ " void main() {"
+ " float dist = texture2D(tex, v_st).a;"
+ " float tex_w = abs(v_st.t);"
+ " vec2 st_width = fwidth(v_st);"
+ " float fuzz = max(st_width.s, st_width.t);"
+ " float line_w = (1.0 - smoothstep(1.0 - fuzz, 1.0, tex_w));"
+ " float stipple_w = (1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w));"
+ " float stipple_p = smoothstep(0.495, 0.505, len);"
+ " float stipple_w = (1.0 - smoothstep(u_pwidth - fuzz, u_pwidth, tex_w));"
+ " float stipple_p = smoothstep(0.495, 0.505, dist);"
+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
+ "}"; //*/
+ " } "; //*/
}