vtm/src/org/oscim/renderer/LineTexRenderer.java
2013-10-09 01:55:55 +02:00

355 lines
12 KiB
Java

/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.ShortBuffer;
import org.oscim.core.MapPosition;
import org.oscim.renderer.layer.Layer;
import org.oscim.renderer.layer.Layers;
import org.oscim.renderer.layer.LineLayer;
import org.oscim.renderer.layer.LineTexLayer;
import org.oscim.theme.renderinstruction.Line;
import org.oscim.utils.FastMath;
import org.oscim.utils.GlUtils;
import android.opengl.GLES20;
import android.util.Log;
public class LineTexRenderer {
private final static String TAG = LineTexRenderer.class.getName();
// factor to normalize extrusion vector and scale to coord scale
private final static float COORD_SCALE_BY_DIR_SCALE =
GLRenderer.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 mIndicesBufferID;
private static int mVertexFlipID;
// batch up up to 64 quads in one draw call
private static int maxQuads = 64;
private static int maxIndices = maxQuads * 6;
private static int[] mTexID;
public static void init() {
shader = GlUtils.createProgram(vertexShader, fragmentShader);
if (shader == 0) {
Log.e(TAG, "Could not create program.");
return;
}
hMatrix = GLES20.glGetUniformLocation(shader, "u_mvp");
hTexColor = GLES20.glGetUniformLocation(shader, "u_color");
hBgColor = GLES20.glGetUniformLocation(shader, "u_bgcolor");
hScale = GLES20.glGetUniformLocation(shader, "u_scale");
hWidth = GLES20.glGetUniformLocation(shader, "u_width");
hPatternScale = GLES20.glGetUniformLocation(shader, "u_pscale");
hPatternWidth = GLES20.glGetUniformLocation(shader, "u_pwidth");
hVertexPosition0 = GLES20.glGetAttribLocation(shader, "a_pos0");
hVertexPosition1 = GLES20.glGetAttribLocation(shader, "a_pos1");
hVertexLength0 = GLES20.glGetAttribLocation(shader, "a_len0");
hVertexLength1 = GLES20.glGetAttribLocation(shader, "a_len1");
hVertexFlip = GLES20.glGetAttribLocation(shader, "a_flip");
int[] mVboIds = new int[2];
GLES20.glGenBuffers(2, mVboIds, 0);
mIndicesBufferID = mVboIds[0];
mVertexFlipID = mVboIds[1];
short[] indices = new short[maxIndices];
for (int i = 0, j = 0; i < maxIndices; i += 6, j += 4) {
indices[i + 0] = (short) (j + 0);
indices[i + 1] = (short) (j + 1);
indices[i + 2] = (short) (j + 2);
indices[i + 3] = (short) (j + 2);
indices[i + 4] = (short) (j + 1);
indices[i + 5] = (short) (j + 3);
}
ByteBuffer buf = ByteBuffer.allocateDirect(maxIndices * 2)
.order(ByteOrder.nativeOrder());
ShortBuffer sbuf = buf.asShortBuffer();
sbuf.put(indices);
sbuf.flip();
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
mIndicesBufferID);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
indices.length * 2, sbuf, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
// 0, 1, 0, 1, 0, ...
byte[] flip = new byte[maxQuads * 4];
for (int i = 0; i < flip.length; i++)
flip[i] = (byte) (i % 2);
buf.clear();
buf.put(flip);
buf.flip();
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVertexFlipID);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, flip.length, buf,
GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// mTexID = new int[10];
// byte[] stipple = new byte[2];
// stipple[0] = 32;
// stipple[1] = 32;
// mTexID[0] = GlUtils.loadStippleTexture(stipple);
}
private final static int STRIDE = 12;
private final static int LEN_OFFSET = 8;
public static Layer draw(Layers layers, Layer curLayer,
MapPosition pos, float[] matrix, float div) {
GLState.blend(true);
GLState.useProgram(shader);
GLState.enableVertexArrays(-1, -1);
GLES20.glEnableVertexAttribArray(hVertexPosition0);
GLES20.glEnableVertexAttribArray(hVertexPosition1);
GLES20.glEnableVertexAttribArray(hVertexLength0);
GLES20.glEnableVertexAttribArray(hVertexLength1);
GLES20.glEnableVertexAttribArray(hVertexFlip);
GLES20.glUniformMatrix4fv(hMatrix, 1, false, matrix, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
mIndicesBufferID);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVertexFlipID);
GLES20.glVertexAttribPointer(hVertexFlip, 1,
GLES20.GL_BYTE, false, 0, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, layers.vbo.id);
float s = pos.scale / div;
//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexID[0]);
Layer l = curLayer;
while (l != null && l.type == Layer.TEXLINE) {
LineTexLayer ll = (LineTexLayer) l;
Line line = ll.line;
if (line.stippleColor == null)
GLES20.glUniform4f(hTexColor, 1.0f, 1.0f, 1.0f, 1.0f);
else
GLES20.glUniform4fv(hTexColor, 1, line.stippleColor, 0);
GLES20.glUniform4fv(hBgColor, 1, line.color, 0);
float ps = FastMath.clamp((int) (s+0.5f), 1, 3);
GLES20.glUniform1f(hPatternScale, (GLRenderer.COORD_SCALE * line.stipple) / ps);
GLES20.glUniform1f(hPatternWidth, line.stippleWidth);
GLES20.glUniform1f(hScale, pos.scale);
// keep line width fixed
GLES20.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
GlUtils.checkGlError("0");
// add offset vertex
int vOffset = -STRIDE;
// first pass
int allIndices = (ll.evenQuads * 6);
for (int i = 0; i < allIndices; i += maxIndices) {
int numIndices = allIndices - i;
if (numIndices > maxIndices)
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;
GLES20.glVertexAttribPointer(hVertexPosition0,
4, GLES20.GL_SHORT, false, STRIDE,
add + STRIDE);
GLES20.glVertexAttribPointer(hVertexLength0,
2, GLES20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GLES20.glVertexAttribPointer(hVertexPosition1,
4, GLES20.GL_SHORT, false, STRIDE,
add);
GLES20.glVertexAttribPointer(hVertexLength1,
2, GLES20.GL_SHORT, false, STRIDE,
add + LEN_OFFSET);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numIndices,
GLES20.GL_UNSIGNED_SHORT, 0);
}
// second pass
allIndices = (ll.oddQuads * 6);
for (int i = 0; i < allIndices; i += maxIndices) {
int numIndices = allIndices - i;
if (numIndices > maxIndices)
numIndices = maxIndices;
// i / 6 * (24 shorts per block * 2 short bytes)
int add = (l.offset + i * 8) + vOffset;
GLES20.glVertexAttribPointer(hVertexPosition0,
4, GLES20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE);
GLES20.glVertexAttribPointer(hVertexLength0,
2, GLES20.GL_SHORT, false, STRIDE,
add + 2 * STRIDE + LEN_OFFSET);
GLES20.glVertexAttribPointer(hVertexPosition1,
4, GLES20.GL_SHORT, false, STRIDE,
add + STRIDE);
GLES20.glVertexAttribPointer(hVertexLength1,
2, GLES20.GL_SHORT, false, STRIDE,
add + STRIDE + LEN_OFFSET);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numIndices,
GLES20.GL_UNSIGNED_SHORT, 0);
}
l = l.next;
GlUtils.checkGlError(TAG);
}
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glDisableVertexAttribArray(hVertexPosition0);
GLES20.glDisableVertexAttribArray(hVertexPosition1);
GLES20.glDisableVertexAttribArray(hVertexLength0);
GLES20.glDisableVertexAttribArray(hVertexLength1);
GLES20.glDisableVertexAttribArray(hVertexFlip);
//GLES20.glBindTexture(GLES20.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 + dir, 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 - dir, 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));"
+ " } "; //*/
}