- LineClipper added start(x0,y0), clipNext(x1,y1) 'state' clipping mode

- use vec4 array for extrusion colors -> set color only once for all tiles
- use full range for direction vector in extrusion vertex
This commit is contained in:
Hannes Janetzek 2013-01-06 21:52:10 +01:00
parent e9d2c88022
commit d0ad2f3bd4
3 changed files with 109 additions and 71 deletions

View File

@ -78,10 +78,11 @@ public class ExtrusionLayer extends Layer {
boolean simple = true;
int startVertex = mNumVertices;
// just a guess to make it look ok
if (height == 0)
height = 400;
height = 320;
else
height *= 40;
height *= 30;
int length = 0;
for (int ipos = 0, ppos = 0, n = index.length; ipos < n; ipos++, ppos += length) {
@ -212,7 +213,8 @@ public class ExtrusionLayer extends Layer {
float ux, uy;
float a = (float) Math.sqrt(vx * vx + vy * vy);
short color1 = getColor(vx, a);
//float vlight = vx > 0 ? (vx / a) : -(vx / a);
short color1 = (short) ((1 + vx / a) * 127);
short fcolor = color1;
short color2 = 0;
@ -226,6 +228,8 @@ public class ExtrusionLayer extends Layer {
short[] vertices = mCurVertices.vertices;
int v = mCurVertices.used;
mClipper.clipStart((int) nx, (int) ny);
for (int i = 2, n = vertexCnt + 2; i < n; i += 2, v += 8) {
cx = nx;
cy = ny;
@ -269,7 +273,7 @@ public class ExtrusionLayer extends Layer {
// set lighting (by direction)
a = (float) Math.sqrt(vx * vx + vy * vy);
color2 = getColor(vx, a);
color2 = (short) ((1 + vx / a) * 127); //getColor(vx, a);
short c;
if (even == 0)
@ -294,7 +298,7 @@ public class ExtrusionLayer extends Layer {
}
/* check if face is within tile */
if (!mClipper.clip((int) cx, (int) cy, (int) nx, (int) ny)) {
if (!mClipper.clipNext((int) nx, (int) ny)) {
even = (even + 1) % 2;
continue;
}

View File

@ -146,11 +146,15 @@ public class ExtrusionOverlay extends RenderOverlay {
return null;
}
boolean debug = false;
private boolean debug = false;
private final float[] mVPMatrix = new float[16];
@Override
public synchronized void render(MapPosition pos, float[] mv, float[] proj) {
Matrix.multiplyMM(mVPMatrix, 0, proj, 0, pos.viewMatrix, 0);
proj = mVPMatrix;
MapTile[] tiles = mTiles;
float div = FastMath.pow(tiles[0].zoomLevel - pos.zoomLevel);
@ -162,7 +166,7 @@ public class ExtrusionOverlay extends RenderOverlay {
GLState.enableVertexArrays(hExtrusionVertexPosition, hExtrusionLightPosition);
GLES20.glUniform1i(hExtrusionMode, 0);
GLES20.glUniform4f(hExtrusionColor, 0.6f, 0.6f, 0.6f, 0.8f);
GLES20.glUniform4fv(hExtrusionColor, 4, mColor, 0);
GLState.test(false, false);
@ -209,6 +213,7 @@ public class ExtrusionOverlay extends RenderOverlay {
GLES20.glDepthMask(true);
GLES20.glColorMask(false, false, false, false);
GLES20.glUniform1i(hExtrusionMode, 0);
GLES20.glUniform4fv(hExtrusionColor, 4, mColor, 0);
// draw to depth buffer
for (int i = 0; i < mTileCnt; i++) {
@ -255,30 +260,23 @@ public class ExtrusionOverlay extends RenderOverlay {
// draw roof
GLES20.glUniform1i(hExtrusionMode, 0);
GLES20.glUniform4fv(hExtrusionColor, 1, mRoofColor, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[2],
GLES20.GL_UNSIGNED_SHORT, (el.mIndiceCnt[0] + el.mIndiceCnt[1]) * 2);
// draw sides 1
GLES20.glUniform4fv(hExtrusionColor, 1, mColor, 0);
GLES20.glUniform1i(hExtrusionMode, 1);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[0],
GLES20.GL_UNSIGNED_SHORT, 0);
// draw sides 2
GLES20.glUniform4fv(hExtrusionColor, 1, mColor2, 0);
GLES20.glUniform1i(hExtrusionMode, 2);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, el.mIndiceCnt[1],
GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2);
//GLES20.glDepthFunc(GLES20.GL_LEQUAL);
GLES20.glUniform1i(hExtrusionMode, 3);
GLES20.glUniform4f(hExtrusionColor, 0.7f, 0.7f, 0.7f, 1.0f);
GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
GLES20.GL_UNSIGNED_SHORT,
(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);
//GLES20.glDepthFunc(GLES20.GL_EQUAL);
// just a temporary reference!
tiles[i] = null;
@ -309,48 +307,46 @@ public class ExtrusionOverlay extends RenderOverlay {
matrix[5] = scale;
matrix[10] = scale / 1000f;
Matrix.multiplyMM(matrix, 0, mapPosition.viewMatrix, 0, matrix, 0);
Matrix.multiplyMM(matrix, 0, proj, 0, matrix, 0);
}
// sligthly differ adjacent faces to improve contrast
//float mColor[] = { 0.76872549f, 0.751960784f, 0.740196078f, 0.8f };
//float mColor2[] = { 0.76372549f, 0.751960784f, 0.745196078f, 0.8f };
private final float _a = 0.8f;
float mColor[] = { 201 / 255f, 200 / 255f, 198 / 255f, 0.8f };
float mColor2[] = { 201 / 255f, 200 / 255f, 199 / 255f, 0.8f };
//float mRoofColor[] = { 0.895f, 0.89f, 0.88f, 0.9f };
float _a = 0.8f;
float mRoofColor[] = { 236 / 255f * _a, 235 / 255f * _a, 234 / 255f * _a, _a };
private final float[] mColor = {
// roof color
236 / 255f * _a, 235 / 255f * _a, 234 / 255f * _a, _a,
// sligthly differ adjacent side faces to improve contrast
201 / 255f, 200 / 255f, 198 / 255f, _a,
200 / 255f, 200 / 255f, 196 / 255f, _a,
// roof outline
0.75f, 0.75f, 0.75f, 1.0f
};
final static String extrusionVertexShader = ""
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform vec4 u_color;"
+ "uniform vec4 u_color[4];"
+ "uniform int u_mode;"
+ "attribute vec4 a_position;"
+ "attribute vec2 a_light;"
+ "varying vec4 color;"
+ "const float ff = 255.0;"
+ "const float a = 0.8;"
+ "void main() {"
+ " gl_Position = u_mvp * a_position;"
+ " if (u_mode == 0)"
// roof / depth pass
+ " color = u_color;"
+ " else {"
// decrease contrast with distance
+ " float alpha = 0.95 + gl_Position.z * 0.05;"
+ " if (u_mode == 1)"
+ " color = u_color[0];"
+ " else if (u_mode == 1)"
// sides 1 - use 0xff00
+ " color = vec4(u_color.rgb * (a_light.y / ff * alpha), 1.0) * (0.8 * alpha);"
+ " color = vec4(u_color[1].rgb * ((0.90 + (0.5 - (a_light.y / ff)) * 0.2) * a), a);"
+ " else if (u_mode == 2)"
// sides 2 - use 0x00ff
+ " color = vec4(u_color.rgb * (a_light.x / ff * alpha), 1.0) * (0.8 * alpha);"
+ " color = vec4(u_color[2].rgb * ((0.90 + (0.5 - (a_light.x / ff)) * 0.2) * a), a);"
+ " else"
// sides 2 - use 0x00ff
+ " color = u_color * alpha;"
+ "}}";
// outline - decrease contrast with distance
+ " color = u_color[3] * (0.98 + gl_Position.z * 0.02);"
+ "}";
// final static String extrusionVertexAnimShader = ""
// + "precision mediump float;"

View File

@ -14,8 +14,6 @@
*/
package org.oscim.utils;
import android.graphics.Point;
/**
* @author Hannes Janetzek
* taken from http://en.wikipedia.org/wiki/Cohen%E2%80%93
@ -24,14 +22,11 @@ import android.graphics.Point;
public class LineClipper {
public static final int INSIDE = 0; // 0000
public static final int LEFT = 1; // 0001
public static final int RIGHT = 2; // 0010
public static final int BOTTOM = 4; // 0100
public static final int TOP = 8; // 1000
// Compute the bit code for a point (x, y) using the clip rectangle
// bounded diagonally by (xmin, ymin), and (xmax, ymax)
private static final int INSIDE = 0; // 0000
private static final int LEFT = 1; // 0001
private static final int RIGHT = 2; // 0010
private static final int BOTTOM = 4; // 0100
private static final int TOP = 8; // 1000
private int xmin, xmax, ymin, ymax;
@ -42,41 +37,71 @@ public class LineClipper {
this.ymax = maxy;
}
public boolean clip(Point p1, Point p2) {
return clip(p1.x, p1.y, p2.x, p2.y);
private int mPrevOutcode;
private int mPrevX;
private int mPrevY;
public void clipStart(int x0, int y0) {
mPrevX = x0;
mPrevY = y0;
int outcode = INSIDE;
if (x0 < xmin)
outcode |= LEFT;
else if (x0 > xmax)
outcode |= RIGHT;
if (y0 < ymin)
outcode |= BOTTOM;
else if (y0 > ymax)
outcode |= TOP;
mPrevOutcode = outcode;
}
public int outCode(int x, int y) {
int code;
public boolean clipNext(int x1, int y1) {
boolean accept;
code = INSIDE; // initialised as being inside of clip window
int outcode = INSIDE;
if (x1 < xmin)
outcode |= LEFT;
else if (x1 > xmax)
outcode |= RIGHT;
if (y1 < ymin)
outcode |= BOTTOM;
else if (y1 > ymax)
outcode |= TOP;
if (x < xmin) // to the left of clip window
code |= LEFT;
else if (x > xmax) // to the right of clip window
code |= RIGHT;
if (y < ymin) // below the clip window
code |= BOTTOM;
else if (y > ymax) // above the clip window
code |= TOP;
if ((mPrevOutcode | outcode) == 0) {
// Bitwise OR is 0. Trivially accept
accept = true;
} else if ((mPrevOutcode & outcode) != 0) {
// Bitwise AND is not 0. Trivially reject
accept = false;
} else {
accept = clip(mPrevX, mPrevY, x1, y1, xmin, ymin, xmax, ymax, mPrevOutcode, outcode);
}
mPrevOutcode = outcode;
mPrevX = x1;
mPrevY = y1;
return code;
return accept;
}
// CohenSutherland clipping algorithm clips a line from
// P0 = (x0, y0) to P1 = (x1, y1) against a rectangle with
// diagonal from (xmin, ymin) to (xmax, ymax).
public boolean clip(int x0, int y0, int x1, int y1) {
// compute outcodes for P0, P1, and whatever point lies outside the clip rectangle
int outcode0 = outCode(x0, y0);
int outcode1 = outCode(x1, y1);
private static boolean clip(int x0, int y0, int x1, int y1,
int xmin, int ymin, int xmax, int ymax, int outcode0, int outcode1) {
boolean accept = false;
while (true) {
if ((outcode0 | outcode1) == 0) { // Bitwise OR is 0. Trivially accept and get out of loop
if ((outcode0 | outcode1) == 0) {
// Bitwise OR is 0. Trivially accept and get out of loop
accept = true;
break;
} else if ((outcode0 & outcode1) != 0) { // Bitwise AND is not 0. Trivially reject and get out of loop
} else if ((outcode0 & outcode1) != 0) {
// Bitwise AND is not 0. Trivially reject and get out of loop
break;
} else {
// failed both tests, so calculate the line segment to clip
@ -92,32 +117,45 @@ public class LineClipper {
if ((outcodeOut & TOP) != 0) { // point is above the clip rectangle
x = x0 + (x1 - x0) * (ymax - y0) / (y1 - y0);
y = ymax;
} else if ((outcodeOut & BOTTOM) != 0) { // point is below the clip rectangle
} else if ((outcodeOut & BOTTOM) != 0) {
// point is below the clip rectangle
x = x0 + (x1 - x0) * (ymin - y0) / (y1 - y0);
y = ymin;
} else if ((outcodeOut & RIGHT) != 0) { // point is to the right of clip rectangle
} else if ((outcodeOut & RIGHT) != 0) {
// point is to the right of clip rectangle
y = y0 + (y1 - y0) * (xmax - x0) / (x1 - x0);
x = xmax;
} else if ((outcodeOut & LEFT) != 0) { // point is to the left of clip rectangle
} else if ((outcodeOut & LEFT) != 0) {
// point is to the left of clip rectangle
y = y0 + (y1 - y0) * (xmin - x0) / (x1 - x0);
x = xmin;
}
int outcode = INSIDE;
if (x < xmin)
outcode |= LEFT;
else if (x > xmax)
outcode |= RIGHT;
if (y < ymin)
outcode |= BOTTOM;
else if (y > ymax)
outcode |= TOP;
// Now we move outside point to intersection point to clip
// and get ready for next pass.
if (outcodeOut == outcode0) {
x0 = x;
y0 = y;
outcode0 = outCode(x0, y0);
outcode0 = outcode;
} else {
x1 = x;
y1 = y;
outcode1 = outCode(x1, y1);
outcode1 = outcode;
}
}
}
// TODO do sth with the result x0...
// TODO could do sth with the result x0...
return accept;
}