use procedural texture for regular stipple
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@@ -136,7 +136,7 @@ public class BaseMap {
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int simpleShader = (pos.tilt < 1 ? 1 : 0);
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boolean clipped = false;
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boolean lineTexture = true;
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//boolean lineTexture = true;
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for (Layer l = t.layers.baseLayers; l != null;) {
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switch (l.type) {
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@@ -147,7 +147,7 @@ public class BaseMap {
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case Layer.LINE:
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//if (!lineTexture) {
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LineRenderer.beginLines();
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//LineRenderer.beginLines();
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// lineTexture = true;
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//}
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if (!clipped) {
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@@ -160,7 +160,7 @@ public class BaseMap {
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break;
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case Layer.TEXLINE:
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LineRenderer.endLines();
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//LineRenderer.endLines();
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if (!clipped) {
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// draw stencil buffer clip region
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@@ -168,7 +168,7 @@ public class BaseMap {
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clipped = true;
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}
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l = LineTexRenderer.draw(t.layers, l, pos, mvp, div);
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lineTexture = false;
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//lineTexture = false;
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break;
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default:
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@@ -46,14 +46,15 @@ public class LineTexRenderer {
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private static int hTexColor;
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private static int hBgColor;
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private static int hScale;
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private static int hPatternScale;
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private static int hWidth;
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private static int hPatternScale;
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private static int hPatternWidth;
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private static int mIndicesBufferID;
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private static int mVertexFlipID;
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// batch up up to 100 quads in one draw call
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private static int maxQuads = 100;
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// batch up up to 64 quads in one draw call
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private static int maxQuads = 64;
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private static int maxIndices = maxQuads * 6;
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private static int[] mTexID;
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@@ -68,8 +69,9 @@ public class LineTexRenderer {
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hTexColor = GLES20.glGetUniformLocation(shader, "u_color");
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hBgColor = GLES20.glGetUniformLocation(shader, "u_bgcolor");
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hScale = GLES20.glGetUniformLocation(shader, "u_scale");
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hPatternScale = GLES20.glGetUniformLocation(shader, "u_pscale");
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hWidth = GLES20.glGetUniformLocation(shader, "u_width");
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hPatternScale = GLES20.glGetUniformLocation(shader, "u_pscale");
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hPatternWidth = GLES20.glGetUniformLocation(shader, "u_pwidth");
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hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
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hVertexPosition1 = GLES20.glGetAttribLocation(shader, "a_pos1");
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@@ -118,13 +120,11 @@ public class LineTexRenderer {
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GLES20.GL_STATIC_DRAW);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
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mTexID = new int[10];
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byte[] stipple = new byte[2];
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stipple[0] = 32;
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stipple[1] = 32;
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mTexID[0] = GlUtils.loadStippleTexture(stipple);
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// mTexID = new int[10];
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// byte[] stipple = new byte[2];
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// stipple[0] = 32;
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// stipple[1] = 32;
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// mTexID[0] = GlUtils.loadStippleTexture(stipple);
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}
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private final static int STRIDE = 12;
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@@ -159,7 +159,7 @@ public class LineTexRenderer {
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float s = pos.scale / div;
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID[0]);
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//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID[0]);
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Layer l = curLayer;
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while (l != null && l.type == Layer.TEXLINE) {
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@@ -176,10 +176,12 @@ public class LineTexRenderer {
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//GLES20.glUniform4f(hBgColor, 0x99 / 255f, 0x96 / 255f, 0x93 / 255f, 0.95f);
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// scale pattern to twice its size, then reset scale to 1.
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// (coord scale * pattern size) / scale
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GLES20.glUniform1f(hPatternScale, (8 * (64 / line.stipple)) / Math.max((int) s, 1));
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// (coord scale * pattern size / tex size) / scale
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//GLES20.glUniform1f(hPatternScale, (8 * line.stipple / 64) / Math.max((int) s, 1));
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GLES20.glUniform1f(hPatternScale, (8 * line.stipple) / Math.max((int) s, 1));
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GLES20.glUniform1f(hPatternWidth, line.stippleWidth);
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//float f = Math.max((int)(s), 1);
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//Log.d(TAG, s + " : " + f);
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//GLES20.glUniform1f(hPatternScale, (8 * line.stipple) / 1);
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GLES20.glUniform1f(hScale, pos.scale);
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@@ -196,7 +198,7 @@ public class LineTexRenderer {
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numIndices = maxIndices;
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// i / 6 * (24 shorts per block * 2 short bytes)
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int add = (l.offset + i * 8) + vOffset;;
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int add = (l.offset + i * 8) + vOffset;
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GLES20.glVertexAttribPointer(hVertexPosition0,
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4, GLES20.GL_SHORT, false, STRIDE,
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@@ -257,9 +259,9 @@ public class LineTexRenderer {
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GLES20.glDisableVertexAttribArray(hVertexLength0);
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GLES20.glDisableVertexAttribArray(hVertexLength1);
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GLES20.glDisableVertexAttribArray(hVertexFlip);
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GlUtils.checkGlError("...");
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GlUtils.checkGlError(TAG);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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return l;
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}
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@@ -290,6 +292,26 @@ public class LineTexRenderer {
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+ " gl_Position = u_mvp * pos;"
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+ "}";
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//*
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final static String fragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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+ " precision mediump float;"
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+ " uniform vec4 u_color;"
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+ " uniform vec4 u_bgcolor;"
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+ " uniform float u_pwidth;"
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+ " varying vec2 v_st;"
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+ " void main() {"
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// 1.0 minus distance on perpendicular to the line
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+ " float dist = 1.0 - abs(v_st.t);"
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+ " float fuzz = fwidth(v_st.t);"
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+ " float fuzz_p = fwidth(v_st.s);"
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+ " float line_w = smoothstep(0.0, fuzz, dist);"
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+ " float stipple_w = smoothstep(0.0, u_pwidth + fuzz, dist);"
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+ " float phase = abs(mod(v_st.s, 2.0) - 1.0);"
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+ " float stipple_p = smoothstep(0.5 - fuzz_p, 0.5 + fuzz_p, phase);"
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+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
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+ " } "; //*/
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/*
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final static String fragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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@@ -311,23 +333,24 @@ public class LineTexRenderer {
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+ " gl_FragColor = u_bgcolor * stipple_p;"
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// + " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
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+ "}"; //*/
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//*
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/*
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final static String fragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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+ "precision mediump float;"
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+ "uniform sampler2D tex;"
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+ " precision mediump float;"
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+ " uniform sampler2D tex;"
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+ " uniform vec4 u_color;"
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+ " uniform vec4 u_bgcolor;"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ " float len = texture2D(tex, v_st).a;"
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+ " uniform float u_pwidth;"
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+ " varying vec2 v_st;"
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+ " void main() {"
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+ " float dist = texture2D(tex, v_st).a;"
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+ " float tex_w = abs(v_st.t);"
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+ " vec2 st_width = fwidth(v_st);"
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+ " float fuzz = max(st_width.s, st_width.t);"
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+ " float line_w = (1.0 - smoothstep(1.0 - fuzz, 1.0, tex_w));"
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+ " float stipple_w = (1.0 - smoothstep(0.7 - fuzz, 0.7, tex_w));"
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+ " float stipple_p = smoothstep(0.495, 0.505, len);"
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+ " float stipple_w = (1.0 - smoothstep(u_pwidth - fuzz, u_pwidth, tex_w));"
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+ " float stipple_p = smoothstep(0.495, 0.505, dist);"
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+ " gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));"
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+ "}"; //*/
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+ " } "; //*/
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}
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