Add building z-limit function to shader and web ui (#462)
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@@ -5,6 +5,7 @@ uniform mat4 u_mvp;
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uniform vec4 u_color[4];
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uniform int u_mode;
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uniform float u_alpha;
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uniform float u_zlimit;
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attribute vec4 a_pos;
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attribute vec2 a_light;
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varying vec4 color;
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@@ -13,7 +14,11 @@ const float ff = 255.0;
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void
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main(){
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// change height by u_alpha
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gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);
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float height = a_pos.z * u_alpha;
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if (height > u_zlimit) {
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height = u_zlimit;
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}
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gl_Position = u_mvp * vec4(a_pos.xy, height, 1.0);
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// depth = gl_Position.z;
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if (u_mode == -1) {
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;
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@@ -1,5 +1,7 @@
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/*
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* Copyright 2013 Hannes Janetzek
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* Copyright 2017 Izumi Kawashima
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* Copyright 2017 devemux86
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*
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* This file is part of the OpenScienceMap project (http://www.opensciencemap.org).
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*
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@@ -38,13 +40,15 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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protected int mBucketsCnt;
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protected float mAlpha = 1;
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private float mZLimit = Float.MAX_VALUE;
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public ExtrusionRenderer(boolean mesh, boolean alpha) {
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mMode = mesh ? 1 : 0;
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mTranslucent = alpha;
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}
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public static class Shader extends GLShader {
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int uMVP, uColor, uAlpha, uMode, aPos, aLight;
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int uMVP, uColor, uAlpha, uMode, aPos, aLight, uZLimit;
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public Shader(String shader) {
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if (!create(shader))
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@@ -54,6 +58,7 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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uColor = getUniform("u_color");
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uAlpha = getUniform("u_alpha");
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uMode = getUniform("u_mode");
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uZLimit = getUniform("u_zlimit");
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aPos = getAttrib("a_pos");
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aLight = getAttrib("a_light");
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}
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@@ -114,6 +119,7 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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gl.depthFunc(GL.LESS);
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gl.uniform1f(s.uAlpha, mAlpha);
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gl.uniform1f(s.uZLimit, mZLimit);
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ExtrusionBuckets[] ebs = mExtrusionBucketSet;
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@@ -268,4 +274,8 @@ public abstract class ExtrusionRenderer extends LayerRenderer {
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}
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v.mvp.setAsUniform(s.uMVP);
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}
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public void setZLimit(float zLimit) {
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mZLimit = zLimit;
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}
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}
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