add shader for depth buffer testing

This commit is contained in:
Hannes Janetzek 2013-01-11 07:56:58 +01:00
parent bca4a24c38
commit cb6a861f7f
2 changed files with 63 additions and 15 deletions

View File

@ -69,8 +69,11 @@ public final class PolygonRenderer {
static boolean init() { static boolean init() {
// Set up the program for rendering polygons // Set up the program for rendering polygons
// polygonProgram = GlUtils.createProgram(Shaders.polygonVertexShaderZ,
// Shaders.polygonFragmentShaderZ);
polygonProgram = GlUtils.createProgram(Shaders.polygonVertexShader, polygonProgram = GlUtils.createProgram(Shaders.polygonVertexShader,
Shaders.polygonFragmentShader); Shaders.polygonFragmentShader);
if (polygonProgram == 0) { if (polygonProgram == 0) {
// Log.e(TAG, "Could not create polygon program."); // Log.e(TAG, "Could not create polygon program.");
return false; return false;
@ -232,11 +235,9 @@ public final class PolygonRenderer {
glStencilMask(0xFF); glStencilMask(0xFF);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
// draw clip-region into depth buffer:
// this is used for lines and polygons
if (first && drawClipped) { if (first && drawClipped) {
//GLState.test(true, true);
// draw clip-region into depth buffer:
// this is used for lines and polygons
// write to depth buffer // write to depth buffer
glDepthMask(true); glDepthMask(true);
@ -260,7 +261,7 @@ public final class PolygonRenderer {
} }
// no need for depth test while drawing stencil // no need for depth test while drawing stencil
//GLState.test(false, true); GLState.test(false, true);
mFillPolys[mCount] = pl; mFillPolys[mCount] = pl;
@ -272,8 +273,8 @@ public final class PolygonRenderer {
// draw up to 8 layers into stencil buffer // draw up to 8 layers into stencil buffer
if (mCount == STENCIL_BITS) { if (mCount == STENCIL_BITS) {
/* only draw where nothing was drawn yet */ /* only draw where nothing was drawn yet */
//if (drawClipped) if (drawClipped)
// GLState.test(true, true); GLState.test(true, true);
fillPolygons(zoom, scale); fillPolygons(zoom, scale);
mCount = 0; mCount = 0;
@ -283,8 +284,8 @@ public final class PolygonRenderer {
if (mCount > 0) { if (mCount > 0) {
/* only draw where nothing was drawn yet */ /* only draw where nothing was drawn yet */
//if (drawClipped) if (drawClipped)
// GLState.test(true, true); GLState.test(true, true);
fillPolygons(zoom, scale); fillPolygons(zoom, scale);
} }
@ -305,7 +306,7 @@ public final class PolygonRenderer {
} }
private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f }; private static float[] debugFillColor = { 0.3f, 0.0f, 0.0f, 0.3f };
private static float[] debugFillColor2 = { 0.0f, 0.3f, 0.0f, 0.3f }; private static float[] debugFillColor2 = { .8f, .8f, .8f, .8f };
private static FloatBuffer mDebugFill; private static FloatBuffer mDebugFill;
static void debugDraw(float[] matrix, float[] coords, int color) { static void debugDraw(float[] matrix, float[] coords, int color) {

View File

@ -79,7 +79,7 @@ public final class Shaders {
+ "}"; + "}";
final static String polygonVertexShader = "" final static String polygonVertexShader = ""
+ "precision mediump float;" + "precision highp float;"
+ "uniform mat4 u_mvp;" + "uniform mat4 u_mvp;"
+ "attribute vec4 a_position;" + "attribute vec4 a_position;"
+ "void main() {" + "void main() {"
@ -87,12 +87,34 @@ public final class Shaders {
+ "}"; + "}";
final static String polygonFragmentShader = "" final static String polygonFragmentShader = ""
+ "precision mediump float;" + "precision highp float;"
+ "uniform vec4 u_color;" + "uniform vec4 u_color;"
+ "void main() {" + "void main() {"
+ " gl_FragColor = u_color;" + " gl_FragColor = u_color;"
+ "}"; + "}";
final static String polygonVertexShaderZ = ""
+ "precision highp float;"
+ "uniform mat4 u_mvp;"
+ "attribute vec4 a_position;"
+ "varying float z;"
+ "void main() {"
+ " gl_Position = u_mvp * a_position;"
+ " z = gl_Position.z;"
+ "}";
final static String polygonFragmentShaderZ = ""
+ "precision highp float;"
+ "uniform vec4 u_color;"
+ "varying float z;"
+ "void main() {"
+ "if (z < 0.0)"
+ " gl_FragColor = vec4(z * -1.0, 0.0, 0.0, 1.0)*0.8;"
+ "else if (z < 1.0)"
+ " gl_FragColor = vec4(0.0, 0.0, z, 1.0)*0.8;"
+ "else"
+ " gl_FragColor = vec4(0.0, z - 1.0, 0.0, 1.0)*0.8;"
+ "}";
final static String textVertexShader = "" final static String textVertexShader = ""
+ "precision highp float; " + "precision highp float; "
+ "attribute vec4 vertex;" + "attribute vec4 vertex;"
@ -107,11 +129,11 @@ public final class Shaders {
+ "void main() {" + "void main() {"
+ " vec4 pos;" + " vec4 pos;"
+ " if (mod(vertex.x, 2.0) == 0.0){" + " if (mod(vertex.x, 2.0) == 0.0){"
+ " pos = u_proj * (u_mv * vec4(vertex.xy + vertex.zw * u_scale, 0.0, 1.0));" + " pos = u_proj * (u_mv * vec4(vertex.xy + vertex.zw * u_scale, 0.02, 1.0));"
+ " } else {" + " } else {"
// // place as billboard // // place as billboard
+ " vec4 dir = u_mv * vec4(vertex.xy, 0.0, 1.0);" + " vec4 dir = u_mv * vec4(vertex.xy, 0.0, 1.0);"
+ " pos = u_proj * (dir + vec4(vertex.zw * (coord_scale * u_swidth), 0.0, 0.0));" + " pos = u_proj * (dir + vec4(vertex.zw * (coord_scale * u_swidth), 0.02, 0.0));"
+ " }" + " }"
+ " gl_Position = pos;" + " gl_Position = pos;"
+ " tex_c = tex_coord * div;" + " tex_c = tex_coord * div;"
@ -170,4 +192,29 @@ public final class Shaders {
// + "void main() {" // + "void main() {"
// + " gl_FragColor = u_color * 0.5;" // + " gl_FragColor = u_color * 0.5;"
// + "}"; // + "}";
// final static String buildingVertexShader = ""
// + "precision mediump float;"
// + "uniform mat4 u_mvp;"
// + "uniform vec4 u_color;"
// + "uniform int u_mode;"
// + "uniform float u_scale;"
// + "attribute vec4 a_position;"
// + "attribute float a_light;"
// + "varying vec4 color;"
// + "const float ff = 256.0;"
// + "const float ffff = 65536.0;"
// + "void main() {"
// + " gl_Position = u_mvp * vec4(a_position.xy, a_position.z/u_scale, 1.0);"
// + " if (u_mode == 0)"
// // roof / depth pass
// + " color = u_color;"
// + " else if (u_mode == 1)"
// // sides 1 - use 0xff00
// + " color = vec4(u_color.rgb * (a_light / ffff), 0.9);"
// + " else"
// // sides 2 - use 0x00ff
// + " color = vec4(u_color.rgb * fract(a_light/ff), 0.9);"
// + "}";
} }