From 50ccecc259a804e3156c36a7f4796efd9c73e2bb Mon Sep 17 00:00:00 2001 From: Emux Date: Sat, 17 Sep 2016 19:56:22 +0300 Subject: [PATCH] Location renderer: activate all fragment shaders #171 --- .../org/oscim/renderer/LocationRenderer.java | 69 +++++++++++-------- 1 file changed, 42 insertions(+), 27 deletions(-) diff --git a/vtm/src/org/oscim/renderer/LocationRenderer.java b/vtm/src/org/oscim/renderer/LocationRenderer.java index 7b9bc2964..07b7604fd 100644 --- a/vtm/src/org/oscim/renderer/LocationRenderer.java +++ b/vtm/src/org/oscim/renderer/LocationRenderer.java @@ -30,6 +30,8 @@ public class LocationRenderer extends LayerRenderer { private static final int SHOW_ACCURACY_ZOOM = 16; + public enum Shader {SHADER_1, SHADER_2} + private final Map mMap; private final Layer mLayer; @@ -60,6 +62,7 @@ public class LocationRenderer extends LayerRenderer { private Callback mCallback; private final Point mLocation = new Point(Double.NaN, Double.NaN); private double mRadius; + private Shader mShader = Shader.SHADER_1; private int mShowAccuracyZoom = SHOW_ACCURACY_ZOOM; public LocationRenderer(Map map, Layer layer) { @@ -77,6 +80,10 @@ public void setLocation(double x, double y, double radius) { mRadius = radius; } + public void setShader(Shader shader) { + mShader = shader; + } + public void setShowAccuracyZoom(int showAccuracyZoom) { mShowAccuracyZoom = showAccuracyZoom; } @@ -234,7 +241,15 @@ public void render(GLViewport v) { } private boolean init() { - int shader = GLShader.createProgram(vShaderStr, fShaderStr); + int shader = 0; + switch (mShader) { + case SHADER_1: + shader = GLShader.createProgram(vShaderStr, fShaderStr1); + break; + case SHADER_2: + shader = GLShader.createProgram(vShaderStr, fShaderStr2); + break; + } if (shader == 0) return false; @@ -248,7 +263,7 @@ private boolean init() { return true; } - private final static String vShaderStr = "" + private static final String vShaderStr = "" + "precision mediump float;" + "uniform mat4 u_mvp;" + "uniform float u_phase;" @@ -260,7 +275,7 @@ private boolean init() { + " v_tex = a_pos;" + "}"; - private final static String fShaderStr = "" + private static final String fShaderStr1 = "" + "precision mediump float;" + "varying vec2 v_tex;" + "uniform float u_scale;" @@ -289,30 +304,30 @@ private boolean init() { + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;" + "}}"; - //private final static String fShaderStr = "" - // + "precision mediump float;" - // + "varying vec2 v_tex;" - // + "uniform float u_scale;" - // + "uniform float u_phase;" - // + "uniform vec2 u_dir;" - // + "void main() {" - // + " float len = 1.0 - length(v_tex);" - // /// outer ring - // + " float a = smoothstep(0.0, 2.0 / u_scale, len);" - // /// inner ring - // + " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);" - // /// center point - // + " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));" - // + " vec2 dir = normalize(v_tex);" - // + " float d = dot(dir, u_dir); " - // /// 0.5 width of viewshed - // + " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);" - // /// - subtract inner from outer to create the outline - // /// - multiply by viewshed - // /// - add center point - // + " a = max(d, (a - (b + c)) + c);" - // + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;" - // + "}"; + private static final String fShaderStr2 = "" + + "precision mediump float;" + + "varying vec2 v_tex;" + + "uniform float u_scale;" + + "uniform float u_phase;" + + "uniform vec2 u_dir;" + + "void main() {" + + " float len = 1.0 - length(v_tex);" + /// outer ring + + " float a = smoothstep(0.0, 2.0 / u_scale, len);" + /// inner ring + + " float b = 0.8 * smoothstep(3.0 / u_scale, 4.0 / u_scale, len);" + /// center point + + " float c = 0.5 * (1.0 - smoothstep(14.0 / u_scale, 16.0 / u_scale, 1.0 - len));" + + " vec2 dir = normalize(v_tex);" + + " float d = dot(dir, u_dir); " + /// 0.5 width of viewshed + + " d = clamp(smoothstep(0.7, 0.7 + 2.0/u_scale, d) * len, 0.0, 1.0);" + /// - subtract inner from outer to create the outline + /// - multiply by viewshed + /// - add center point + + " a = max(d, (a - (b + c)) + c);" + + " gl_FragColor = vec4(0.2, 0.2, 0.8, 1.0) * a;" + + "}"; public interface Callback { float getRotation();