start to make line stipple themeable
This commit is contained in:
@@ -23,6 +23,7 @@ import org.oscim.renderer.layer.Layer;
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import org.oscim.renderer.layer.Layers;
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import org.oscim.renderer.layer.LineLayer;
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import org.oscim.renderer.layer.LineTexLayer;
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import org.oscim.theme.renderinstruction.Line;
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import org.oscim.utils.GlUtils;
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import android.opengl.GLES20;
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@@ -45,15 +46,16 @@ 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 mIndicesBufferID;
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private static int mVertexFlipID;
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// draw up to 100 quads in one round
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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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private static int maxIndices = maxQuads * 6;
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private static int mTexID;
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private static int[] mTexID;
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public static void init() {
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shader = GlUtils.createProgram(vertexShader, fragmentShader);
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@@ -66,6 +68,7 @@ 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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hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
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@@ -115,14 +118,13 @@ 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] = 8;
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stipple[1] = 8;
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//stipple[2] = 16;
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//stipple[3] = 48;
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mTexID = GlUtils.loadStippleTexture(stipple);
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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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@@ -144,12 +146,7 @@ public class LineTexRenderer {
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GLES20.glUniformMatrix4fv(hMatrix, 1, false, matrix, 0);
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GLES20.glUniform4f(hTexColor, 1.0f, 1.0f, 1.0f, 1.0f);
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//aa9988
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GLES20.glUniform4f(hBgColor, 0x99 / 255f, 0x96 / 255f, 0x93 / 255f, 0.95f);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
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mIndicesBufferID);
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@@ -160,21 +157,37 @@ public class LineTexRenderer {
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, layers.vbo.id);
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int offset = layers.texLineOffset;
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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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Layer l = curLayer;
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while (l != null && l.type == Layer.TEXLINE) {
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LineTexLayer ll = (LineTexLayer) l;
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//Line line = ll.line;
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Line line = ll.line;
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if (line.stippleColor == null)
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GLES20.glUniform4f(hTexColor, 1.0f, 1.0f, 1.0f, 1.0f);
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else
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GLES20.glUniform4fv(hTexColor, 1, line.stippleColor, 0);
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GLES20.glUniform4fv(hBgColor, 1, line.color, 0);
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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(hScale, (8 * 16) / Math.max((int)(s+0.25f), 1));
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GLES20.glUniform1f(hPatternScale, (8 * (64 / line.stipple)) / Math.max((int) s, 1));
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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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GLES20.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
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// add offset vertex
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int vOffset = -STRIDE;
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// first pass
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int allIndices = (ll.evenQuads * 6);
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for (int i = 0; i < allIndices; i += maxIndices) {
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@@ -183,7 +196,7 @@ 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 = offset + i * 8;
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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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@@ -212,7 +225,7 @@ public class LineTexRenderer {
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if (numIndices > maxIndices)
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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 = offset + i * 8;
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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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@@ -255,7 +268,7 @@ public class LineTexRenderer {
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+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "uniform vec4 u_color;"
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+ "uniform float u_scale;"
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+ "uniform float u_pscale;"
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+ "uniform float u_width;"
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+ "attribute vec4 a_pos0;"
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+ "attribute vec4 a_pos1;"
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@@ -264,20 +277,41 @@ public class LineTexRenderer {
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+ "attribute float a_flip;"
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+ "varying vec2 v_st;"
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+ "void main() {"
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// coord scale 8 * pattern length 16
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//+ " float div = (8.0 * 16.0) / max(ceil(log(u_scale)),1.0);"
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+ " float div = u_scale;"
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+ " vec4 pos;"
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+ " if (a_flip == 0.0){"
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+ " vec2 dir = u_width * a_pos0.zw;"
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+ " gl_Position = u_mvp * vec4(a_pos0.xy + dir, 0.0, 1.0);"
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+ " v_st = vec2(a_len0.x/div, 1.0);"
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+ " }else {"
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+ " pos = vec4(a_pos0.xy + dir, 0.0, 1.0);"
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+ " v_st = vec2(a_len0.x / u_pscale, 1.0);"
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+ " } else {"
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+ " vec2 dir = u_width * a_pos1.zw ;"
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+ " gl_Position = u_mvp * vec4(a_pos1.xy - dir, 0.0, 1.0);"
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+ " v_st = vec2(a_len1.x/div, -1.0);"
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+ " }"
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+ " pos = vec4(a_pos1.xy - dir, 0.0, 1.0);"
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+ " v_st = vec2(a_len1.x / u_pscale, -1.0);"
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+ " }"
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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 sampler2D tex;"
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+ " uniform float u_scale;"
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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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+ " 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 fuzz = fwidth(v_st.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 = 1.0 - smoothstep(1.0 - fuzz, 1.0, length(vec2(len*u_scale, v_st.t)));"
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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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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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@@ -294,6 +328,6 @@ public class LineTexRenderer {
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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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+ " 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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@@ -150,9 +150,17 @@ public class Layers {
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lineOffset = size * SHORT_BYTES;
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size += addLayerItems(sbuf, baseLayers, Layer.LINE, 0);
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texLineOffset = size * SHORT_BYTES;
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size += addLayerItems(sbuf, baseLayers, Layer.TEXLINE, 0);
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for (Layer l = baseLayers; l != null; l= l.next){
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if (l.type == Layer.TEXLINE){
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// HACK, see LineTexLayer
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//sbuf.position(sbuf.position() + 6);
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addPoolItems(l, sbuf);
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//l.offset -= 12;
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}
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}
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//size += addLayerItems(sbuf, baseLayers, Layer.TEXLINE, 0);
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for (Layer l = textureLayers; l != null; l = l.next) {
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TextureLayer tl = (TextureLayer) l;
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@@ -172,18 +180,10 @@ public class Layers {
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VertexPoolItem last = null, items = null;
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int size = 0;
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// HACK, see LineTexLayer
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boolean addOffset = (type == Layer.TEXLINE);
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for (; l != null; l = l.next) {
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if (l.type != type)
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continue;
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if (addOffset){
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sbuf.position(sbuf.position() + 6);
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addOffset = false;
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}
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for (VertexPoolItem it = l.pool; it != null; it = it.next) {
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if (it.next == null){
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size += it.used;
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@@ -199,6 +199,7 @@ public class Layers {
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continue;
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l.offset = pos;
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pos += l.verticesCnt;
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last.next = items;
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@@ -21,6 +21,8 @@ import org.oscim.theme.renderinstruction.Line;
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/**
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* Layer for textured or stippled lines
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*
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* this would be all so much simpler with geometry shaders...
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*/
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public final class LineTexLayer extends Layer {
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// Interleave two segment quads in one block to be able to use
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@@ -57,6 +59,11 @@ public final class LineTexLayer extends Layer {
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// 2, 1, 3,
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// 4, 5, 6,
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// 6, 5, 7,
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//
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// BIG NOTE: renderer assumes to be able to offset vertex array position
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// so that in the first pass 'pos1' offset will be < 0 if no data precedes
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// - in our case there is always the polygon fill array at start
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// - see addLine hack otherwise.
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private static final float COORD_SCALE = GLRenderer.COORD_MULTIPLIER;
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// scale factor mapping extrusion vector to short values
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@@ -84,15 +91,11 @@ public final class LineTexLayer extends Layer {
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if (pool == null) {
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curItem = pool = VertexPool.get();
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// need to make sure there is one unused
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// vertex in front for interleaving.
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// HACK add this offset when compiling
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// otherwise one cant use the full
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// HACK add one vertex offset when compiling
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// buffer otherwise one cant use the full
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// VertexItem
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//curItem.used = 6;
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verticesCnt = 1;
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//verticesCnt = 1;
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}
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VertexPoolItem si = curItem;
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@@ -207,14 +210,14 @@ public final class LineTexLayer extends Layer {
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pos += length;
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}
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evenSegment = even;
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// advance offset to last written position
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if (!even)
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opos += 12;
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si.used = opos;
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curItem = si;
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evenSegment = even;
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}
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@Override
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@@ -18,8 +18,11 @@ import org.oscim.core.MapPosition;
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import org.oscim.renderer.layer.Layer;
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import org.oscim.renderer.layer.LineTexLayer;
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import org.oscim.renderer.layer.TextItem;
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import org.oscim.theme.renderinstruction.Line;
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import org.oscim.view.MapView;
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import android.graphics.Color;
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public class TestOverlay extends BasicOverlay {
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TextItem labels;
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@@ -47,7 +50,8 @@ public class TestOverlay extends BasicOverlay {
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LineTexLayer lt = (LineTexLayer) layers.getLayer(2, Layer.TEXLINE);
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lt.width = 4;
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lt.line = new Line(Color.BLUE, 1.0f, 8);
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lt.width = 8;
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lt.addLine(points, null);
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float[] points2 = {
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@@ -57,7 +61,9 @@ public class TestOverlay extends BasicOverlay {
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-200, 200,
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-200, -200
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};
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lt = (LineTexLayer) layers.getLayer(3, Layer.TEXLINE);
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lt.line = new Line(Color.BLUE, 1.0f, 16);
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lt.width = 8;
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lt.addLine(points2, null);
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//
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