use GLShader for LineTexLayer

This commit is contained in:
Hannes Janetzek 2014-03-20 13:59:04 +01:00
parent 0fb0aa59c2
commit c107e197f5
2 changed files with 120 additions and 161 deletions

View File

@ -0,0 +1,53 @@
#ifdef GLES
precision mediump float;
#endif
uniform mat4 u_mvp;
uniform vec4 u_color;
uniform float u_pscale;
uniform float u_width;
attribute vec4 a_pos0;
attribute vec4 a_pos1;
attribute vec2 a_len0;
attribute vec2 a_len1;
attribute float a_flip;
varying vec2 v_st;
void
main(){
vec4 pos;
if (a_flip == 0.0) {
// vec2 dir = u_width * a_pos0.zw;
pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
v_st = vec2(a_len0.x / u_pscale, 1.0);
}
else {
// vec2 dir = u_width * a_pos1.zw;
pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
v_st = vec2(a_len1.x / u_pscale, -1.0);
}
gl_Position = u_mvp * pos;
}
$$
#extension GL_OES_standard_derivatives : enable
#ifdef GLES
precision mediump float;
#endif
uniform vec4 u_color;
uniform vec4 u_bgcolor;
uniform float u_pwidth;
varying vec2 v_st;
void
main(){
/* distance on perpendicular to the line */
float dist = abs(v_st.t);
float fuzz = fwidth(v_st.t);
float fuzz_p = fwidth(v_st.s);
float line_w = smoothstep(0.0, fuzz, 1.0 - dist);
float stipple_w = smoothstep(0.0, fuzz, u_pwidth - dist);
/* triangle waveform in the range 0..1 for regular pattern */
float phase = abs(mod(v_st.s, 2.0) - 1.0);
/* interpolate between on/off phase, 0.5 = equal phase length */
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));
}

View File

@ -22,6 +22,7 @@ import java.nio.ShortBuffer;
import org.oscim.backend.GL20;
import org.oscim.core.GeometryBuffer;
import org.oscim.renderer.GLShader;
import org.oscim.renderer.GLState;
import org.oscim.renderer.GLUtils;
import org.oscim.renderer.GLViewport;
@ -250,49 +251,45 @@ public final class LineTexLayer extends RenderElement {
sbuf.position(sbuf.position() + 6);
}
static class Shader extends GLShader {
int uMVP, uColor, uWidth, uBgColor, uScale;
int uPatternWidth, uPatternScale;
int aPos0, aPos1, aLen0, aLen1, aFlip;
Shader(String shaderFile) {
if (!create(shaderFile))
return;
uMVP = getUniform("u_mvp");
uScale = getUniform("u_scale");
uColor = getUniform("u_color");
uWidth = getUniform("u_width");
uBgColor = getUniform("u_bgcolor");
uPatternWidth = getUniform("u_pwidth");
uPatternScale = getUniform("u_pscale");
aPos0 = getAttrib("a_pos0");
aPos1 = getAttrib("a_pos1");
aLen0 = getAttrib("a_len0");
aLen1 = getAttrib("a_len1");
aFlip = getAttrib("a_flip");
}
}
public final static class Renderer {
private static Shader shader;
/* factor to normalize extrusion vector and scale to coord scale */
private final static float COORD_SCALE_BY_DIR_SCALE =
MapRenderer.COORD_SCALE / LineLayer.DIR_SCALE;
private static int shader;
private static int hVertexPosition0;
private static int hVertexPosition1;
private static int hVertexLength0;
private static int hVertexLength1;
private static int hVertexFlip;
private static int hMatrix;
private static int hTexColor;
private static int hBgColor;
//private static int hScale;
private static int hWidth;
private static int hPatternScale;
private static int hPatternWidth;
private static int mVertexFlipID;
public static void init() {
shader = GLUtils.createProgram(vertexShader, fragmentShader);
if (shader == 0) {
log.error("Could not create program.");
return;
}
hMatrix = GL.glGetUniformLocation(shader, "u_mvp");
hTexColor = GL.glGetUniformLocation(shader, "u_color");
hBgColor = GL.glGetUniformLocation(shader, "u_bgcolor");
//hScale = GL.glGetUniformLocation(shader, "u_scale");
hWidth = GL.glGetUniformLocation(shader, "u_width");
hPatternScale = GL.glGetUniformLocation(shader, "u_pscale");
hPatternWidth = GL.glGetUniformLocation(shader, "u_pwidth");
hVertexPosition0 = GL.glGetAttribLocation(shader, "a_pos0");
hVertexPosition1 = GL.glGetAttribLocation(shader, "a_pos1");
hVertexLength0 = GL.glGetAttribLocation(shader, "a_len0");
hVertexLength1 = GL.glGetAttribLocation(shader, "a_len1");
hVertexFlip = GL.glGetAttribLocation(shader, "a_flip");
shader = new Shader("linetex_layer");
int[] vboIds = GLUtils.glGenBuffers(1);
mVertexFlipID = vboIds[0];
@ -327,28 +324,35 @@ public final class LineTexLayer extends RenderElement {
public static RenderElement draw(RenderElement curLayer, GLViewport v,
float div, ElementLayers layers) {
if (shader == 0)
return curLayer.next;
//if (shader == 0)
// return curLayer.next;
GLState.blend(true);
GLState.useProgram(shader);
//GLState.useProgram(shader);
shader.useProgram();
GLState.enableVertexArrays(-1, -1);
GL.glEnableVertexAttribArray(hVertexPosition0);
GL.glEnableVertexAttribArray(hVertexPosition1);
GL.glEnableVertexAttribArray(hVertexLength0);
GL.glEnableVertexAttribArray(hVertexLength1);
GL.glEnableVertexAttribArray(hVertexFlip);
int aLen0 = shader.aLen0;
int aLen1 = shader.aLen1;
int aPos0 = shader.aPos0;
int aPos1 = shader.aPos1;
int aFlip = shader.aFlip;
v.mvp.setAsUniform(hMatrix);
GL.glEnableVertexAttribArray(aPos0);
GL.glEnableVertexAttribArray(aPos1);
GL.glEnableVertexAttribArray(aLen0);
GL.glEnableVertexAttribArray(aLen1);
GL.glEnableVertexAttribArray(aFlip);
v.mvp.setAsUniform(shader.uMVP);
int maxIndices = MapRenderer.maxQuads * 6;
MapRenderer.bindQuadIndicesVBO(true);
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, mVertexFlipID);
GL.glVertexAttribPointer(hVertexFlip, 1,
GL.glVertexAttribPointer(shader.aFlip, 1,
GL20.GL_BYTE, false, 0, 0);
layers.vbo.bind();
@ -364,19 +368,21 @@ public final class LineTexLayer extends RenderElement {
LineTexLayer ll = (LineTexLayer) l;
LineStyle line = ll.line.current();
GLUtils.setColor(hTexColor, line.stippleColor, 1);
GLUtils.setColor(hBgColor, line.color, 1);
GLUtils.setColor(shader.uColor, line.stippleColor, 1);
GLUtils.setColor(shader.uBgColor, line.color, 1);
float pScale = (int) (s + 0.5f);
if (pScale < 1)
pScale = 1;
GL.glUniform1f(hPatternScale, (MapRenderer.COORD_SCALE * line.stipple) / pScale);
GL.glUniform1f(hPatternWidth, line.stippleWidth);
GL.glUniform1f(shader.uPatternScale,
(MapRenderer.COORD_SCALE * line.stipple) / pScale);
GL.glUniform1f(shader.uPatternWidth, line.stippleWidth);
//GL.glUniform1f(hScale, scale);
/* keep line width fixed */
GL.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
GL.glUniform1f(shader.uWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
/* add offset vertex */
int vOffset = -STRIDE;
@ -392,20 +398,16 @@ public final class LineTexLayer extends RenderElement {
/* i / 6 * (24 shorts per block * 2 short bytes) */
int add = (l.offset + i * 8) + vOffset;
GL.glVertexAttribPointer(hVertexPosition0,
4, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aPos0, 4, GL20.GL_SHORT, false, STRIDE,
add + STRIDE);
GL.glVertexAttribPointer(hVertexLength0,
2, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aLen0, 2, GL20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GL.glVertexAttribPointer(hVertexPosition1,
4, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aPos1, 4, GL20.GL_SHORT, false, STRIDE,
add);
GL.glVertexAttribPointer(hVertexLength1,
2, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aLen1, 2, GL20.GL_SHORT, false, STRIDE,
add + LEN_OFFSET);
GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
@ -421,20 +423,16 @@ public final class LineTexLayer extends RenderElement {
/* i / 6 * (24 shorts per block * 2 short bytes) */
int add = (l.offset + i * 8) + vOffset;
GL.glVertexAttribPointer(hVertexPosition0,
4, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aPos0, 4, GL20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE);
GL.glVertexAttribPointer(hVertexLength0,
2, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aLen0, 2, GL20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE + LEN_OFFSET);
GL.glVertexAttribPointer(hVertexPosition1,
4, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aPos1, 4, GL20.GL_SHORT, false, STRIDE,
add + STRIDE);
GL.glVertexAttribPointer(hVertexLength1,
2, GL20.GL_SHORT, false, STRIDE,
GL.glVertexAttribPointer(aLen1, 2, GL20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
@ -445,107 +443,15 @@ public final class LineTexLayer extends RenderElement {
MapRenderer.bindQuadIndicesVBO(false);
GL.glDisableVertexAttribArray(hVertexPosition0);
GL.glDisableVertexAttribArray(hVertexPosition1);
GL.glDisableVertexAttribArray(hVertexLength0);
GL.glDisableVertexAttribArray(hVertexLength1);
GL.glDisableVertexAttribArray(hVertexFlip);
GL.glDisableVertexAttribArray(aPos0);
GL.glDisableVertexAttribArray(aPos1);
GL.glDisableVertexAttribArray(aLen0);
GL.glDisableVertexAttribArray(aLen1);
GL.glDisableVertexAttribArray(aFlip);
//GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
return l;
}
final static String vertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec4 u_color;"
+ "uniform float u_pscale;"
+ "uniform float u_width;"
+ "attribute vec4 a_pos0;"
+ "attribute vec4 a_pos1;"
+ "attribute vec2 a_len0;"
+ "attribute vec2 a_len1;"
+ "attribute float a_flip;"
+ "varying vec2 v_st;"
+ "void main() {"
+ " vec4 pos;"
+ " if (a_flip == 0.0){"
//+ " vec2 dir = u_width * a_pos0.zw;"
+ " pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len0.x / u_pscale, 1.0);"
+ " } else {"
//+ " vec2 dir = u_width * a_pos1.zw;"
+ " pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len1.x / u_pscale, -1.0);"
+ " }"
+ " 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() {"
/* distance on perpendicular to the line */
+ " float dist = abs(v_st.t);"
+ " float fuzz = fwidth(v_st.t);"
+ " float fuzz_p = fwidth(v_st.s);"
+ " float line_w = smoothstep(0.0, fuzz, 1.0 - dist);"
+ " float stipple_w = smoothstep(0.0, fuzz, u_pwidth - dist);"
/* triangle waveform in the range 0..1 for regular pattern */
+ " float phase = abs(mod(v_st.s, 2.0) - 1.0);"
/* interpolate between on/off phase, 0.5 = equal phase length */
+ " 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"
* + " precision mediump float;"
* + " uniform sampler2D tex;"
* + " uniform float u_scale;"
* + " uniform vec4 u_color;"
* + " uniform vec4 u_bgcolor;"
* + " varying vec2 v_st;"
* + " void main() {"
* + " float len = 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 fuzz = fwidth(v_st.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 = 1.0 - smoothstep(1.0 - fuzz, 1.0, length(vec2(len*u_scale, v_st.t)));"
* + " 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;"
* + " uniform vec4 u_color;"
* + " uniform vec4 u_bgcolor;"
* + " 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(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));"
* + " } "; // */
}
}