Merge branch 'fx'

This commit is contained in:
Hannes Janetzek 2014-03-27 04:00:16 +01:00
commit 60cad376e0
9 changed files with 723 additions and 24 deletions

View File

@ -1,8 +1,8 @@
package org.oscim.android.test;
import org.oscim.android.cache.TileCache;
import org.oscim.layers.tile.TileLayer;
import org.oscim.layers.tile.s3db.S3DBLayer;
import org.oscim.layers.tile.vector.labeling.LabelLayer;
import org.oscim.theme.VtmThemes;
import org.oscim.tiling.TileSource;
import org.oscim.tiling.source.oscimap4.OSciMap4TileSource;
@ -18,6 +18,7 @@ public class S3DBMapActivity extends BaseMapActivity {
super.onCreate(savedInstanceState);
mMap.setTheme(VtmThemes.DEFAULT);
//mMap.setTheme(VtmThemes.TRONRENDER);
//mMap.setTheme(VtmThemes.OSMARENDER);
@ -28,9 +29,16 @@ public class S3DBMapActivity extends BaseMapActivity {
mS3dbCache.setCacheSize(512 * (1 << 10));
ts.setCache(mS3dbCache);
}
TileLayer tl = new S3DBLayer(mMap, ts);
//OffscreenRenderer or = new OffscreenRenderer(mMap.getWidth(),
// mMap.getHeight());
//or.setRenderer(tl.getRenderer());
mMap.layers().add(tl);
mMap.layers().add(new S3DBLayer(mMap, ts));
mMap.layers().add(new LabelLayer(mMap, mBaseLayer));
//mMap.layers().add(new GenericLayer(mMap, or));
//mMap.layers().add(new LabelLayer(mMap, mBaseLayer));
mMap.setMapPosition(53.08, 8.83, Math.pow(2, 17));
}
@Override

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@ -0,0 +1,187 @@
#ifdef GLES
precision highp float;
#endif
uniform vec2 u_pixel;
attribute vec4 a_pos;
varying vec2 tex_pos;
varying vec2 tex_nw;
varying vec2 tex_ne;
varying vec2 tex_sw;
varying vec2 tex_se;
void
main()
{
gl_Position = a_pos;
tex_pos = (a_pos.xy + 1.0) * 0.5;
vec2 pixel = u_pixel * 2.5;
tex_nw = tex_pos + vec2(-1.0, -1.0) * pixel;
tex_ne = tex_pos + vec2(1.0, -1.0) * pixel;
tex_sw = tex_pos + vec2(-1.0, 1.0) * pixel;
tex_se = tex_pos + vec2(1.0, 1.0) * pixel;
}
$$
#ifdef GLES
precision highp float;
#endif
uniform sampler2D u_texColor;
uniform sampler2D u_tex;
uniform vec2 u_pixel;
varying vec2 tex_pos;
varying vec2 tex_nw;
varying vec2 tex_ne;
varying vec2 tex_sw;
varying vec2 tex_se;
const vec2 m_SpanMax = vec2(2.5, 2.5);
const float m_ReduceMul = 0.15;
const vec3 luma = vec3(0.299, 0.587, 0.114);
#define FXAA_REDUCE_MIN (1.0/128.0)
// gauss bell center
const float gdisplace = 0.2;
const float nearZ = 1.0;
const float farZ = 8.0;
const int iterations = 2;
float getDepth(float posZ) {
return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));
}
float compareDepths(in float depth1, in float depth2, inout float far) {
// depth difference (0-100)
float diff = (depth1 - depth2) * 100.0;
// set 'far == 1.0' when 'diff' > 'gdisplace'
far = step(diff, gdisplace);
// gauss bell width 2,
// if far reduce left bell width to avoid self-shadowing
float garea = max((1.0 - far) * 2.0, 0.1);
//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
}
void
addAO(int run, inout float depth, in float x1, in float y1, in float x2, in float y2, inout float ao){
float z_11 = getDepth(texture2D(u_tex, vec2(x1, y1)).x);
float z_12 = getDepth(texture2D(u_tex, vec2(x1, y2)).x);
float z_21 = getDepth(texture2D(u_tex, vec2(x2, y1)).x);
float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
if (run == 0)
depth = 0.5 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.5);
float f_11;
float d_11 = compareDepths(depth, z_11, f_11);
float f_12;
float d_12 = compareDepths(depth, z_12, f_12);
float f_21;
float d_21 = compareDepths(depth, z_21, f_21);
float f_22;
float d_22 = compareDepths(depth, z_22, f_22);
ao += 1.0 //(1.0 - step(1.0, x1)) * (1.0 - step(1.0, y1))
* (d_11 + f_11 * (1.0 - d_11) * d_22);
ao += 1.0 //(1.0 - step(1.0, x1)) * step(0.0, y2)
* (d_12 + f_12 * (1.0 - d_12) * d_21);
ao += 1.0 //step(0.0, x2) * (1.0 - step(1.0, y1))
* (d_21 + f_21 * (1.0 - d_21) * d_12);
ao += 1.0 //step(0.0, x2) * step(0.0, y2)
* (d_22 + f_22 * (1.0 - d_22) * d_11);
}
void
main(){
vec2 pixel = u_pixel * 3.15;
vec4 rgbNW = texture2D(u_texColor, tex_nw);
vec4 rgbNE = texture2D(u_texColor, tex_ne);
vec4 rgbSW = texture2D(u_texColor, tex_sw);
vec4 rgbSE = texture2D(u_texColor, tex_se);
vec4 rgbM = texture2D(u_texColor, tex_pos);
if (rgbNW.a + rgbNE.a + rgbSW.a + rgbSE.a < 0.1) {
gl_FragColor = rgbM;
return;
}
//return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0);
float lumaNW = dot(rgbNW.rgb, luma);
float lumaNE = dot(rgbNE.rgb, luma);
float lumaSW = dot(rgbSW.rgb, luma);
float lumaSE = dot(rgbSE.rgb, luma);
float lumaM = dot(rgbM.rgb, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
//vec4 rgb = texture2D (tex, tex_pos);
//return vec4(0.5 + lumaM - lumaMin, lumaM, 0.5 + lumaM - lumaMax, 1.0) * rgb.a;
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (dirReduce + min(abs(dir.x), abs(dir.y)));
dir = min(m_SpanMax, max(-m_SpanMax, dir * rcpDirMin)) * pixel;
vec4 rgbA = 0.5 * (texture2D(u_texColor, tex_pos + dir * vec2(1.0 / 3.0 - 0.5))
+ texture2D(u_texColor, tex_pos + dir * vec2(2.0 / 3.0 - 0.5)));
vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(u_texColor, tex_pos + dir * vec2(0.0 / 3.0 - 0.5))
+ texture2D(u_texColor, tex_pos + dir * vec2(3.0 / 3.0 - 0.5)));
float lumaB = dot(rgbB.rgb, luma.rgb);
float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
vec4 color = (1.0 - d) * rgbB + d * rgbA;
//vec4 color = texture2D(u_texColor, tex_pos);
float depth = texture2D(u_tex, tex_pos).x;
float foggy = pow(depth,3.0);
depth = getDepth(depth);
float x = tex_pos.x;
float y = tex_pos.y;
float pw = u_pixel.x;
float ph = u_pixel.y;
float ao = 0.0;
for (int i = 0; i < iterations; i++) {
float pwByDepth = pw / depth;
float phByDepth = ph / depth;
addAO(i, depth, x + pwByDepth, y + phByDepth, x - pwByDepth, y - phByDepth, ao);
pwByDepth *= 1.2;
phByDepth *= 1.2;
addAO(i, depth, x + pwByDepth, y, x, y - phByDepth, ao);
// sample jittering:
// pw += random.x * 0.0007;
// ph += random.y * 0.0007;
// increase sampling area:
pw *= 1.7;
ph *= 1.7;
}
ao = ao / float(iterations * 8);
ao *= 0.4 * foggy;
ao = clamp(ao, 0.0, 1.0);
//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
}

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@ -0,0 +1,117 @@
#ifdef GLES
precision highp float;
#endif
uniform vec2 u_pixel;
attribute vec4 a_pos;
varying vec2 tex_pos;
varying vec2 tex_nw;
varying vec2 tex_ne;
varying vec2 tex_sw;
varying vec2 tex_se;
void
main()
{
gl_Position = a_pos;
tex_pos = (a_pos.xy + 1.0) * 0.5;
vec2 pixel = u_pixel * 2.5;
tex_nw = tex_pos + vec2(-1.0, -1.0) * pixel;
tex_ne = tex_pos + vec2(1.0, -1.0) * pixel;
tex_sw = tex_pos + vec2(-1.0, 1.0) * pixel;
tex_se = tex_pos + vec2(1.0, 1.0) * pixel;
}
$$
#ifdef GLES
precision highp float;
#endif
uniform sampler2D u_texColor;
uniform vec2 u_pixel;
varying vec2 tex_pos;
varying vec2 tex_nw;
varying vec2 tex_ne;
varying vec2 tex_sw;
varying vec2 tex_se;
const vec2 m_SpanMax = vec2(2.5, 2.5);
const float m_ReduceMul = 0.15;
const vec3 luma = vec3(0.299, 0.587, 0.114);
#define FXAA_REDUCE_MIN (1.0/128.0)
//float FxaaLuma(float3 rgb) {
// return rgb.g * (0.587/0.299) + rgb.b;
//}
void
main(){
vec2 pixel = u_pixel * 3.15;
vec4 rgbNW = texture2D(u_texColor, tex_nw);
vec4 rgbNE = texture2D(u_texColor, tex_ne);
vec4 rgbSW = texture2D(u_texColor, tex_sw);
vec4 rgbSE = texture2D(u_texColor, tex_se);
vec4 rgbM = texture2D(u_texColor, tex_pos);
if (rgbNW.a + rgbNE.a + rgbSW.a + rgbSE.a < 0.1) {
gl_FragColor = rgbM;
return;
}
//return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0);
float lumaNW = dot(rgbNW.rgb, luma);
float lumaNE = dot(rgbNE.rgb, luma);
float lumaSW = dot(rgbSW.rgb, luma);
float lumaSE = dot(rgbSE.rgb, luma);
float lumaM = dot(rgbM.rgb, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
//vec4 rgb = texture2D (tex, tex_pos);
//return vec4(0.5 + lumaM - lumaMin, lumaM, 0.5 + lumaM - lumaMax, 1.0) * rgb.a;
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
// if (max(dir.x, dir.y) > 0.1){
// gl_FragColor = vec4(dir*0.5, 0.0, 0.5);
// } else{
// gl_FragColor = vec4(rgbM.rgb * 0.2, 0.8);
// }
// return;
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (dirReduce + min(abs(dir.x), abs(dir.y)));
dir = min(m_SpanMax, max(-m_SpanMax, dir * rcpDirMin)) * pixel;
vec4 rgbA = 0.5 * (texture2D(u_texColor, tex_pos + dir * vec2(1.0 / 3.0 - 0.5))
+ texture2D(u_texColor, tex_pos + dir * vec2(2.0 / 3.0 - 0.5)));
vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(u_texColor, tex_pos + dir * vec2(0.0 / 3.0 - 0.5))
+ texture2D(u_texColor, tex_pos + dir * vec2(3.0 / 3.0 - 0.5)));
float lumaB = dot(rgbB.rgb, luma.rgb);
float d = step(lumaB, lumaMin) + step(lumaMax, lumaB);
gl_FragColor = (1.0 - d) * rgbB + d * rgbA;
//gl_FragColor = vec4(rgbM.rgb * 0.5, 1.0) + vec4(((1.0 - d) * rgbB.rgb + d * rgbA.rgb) - rgbM.rgb, 1.0) * 2.0;
// if ((lumaB < lumaMin) || (lumaB > lumaMax))
// { return rgbA; } else { return rgbB; }
}
//vec2 rcpFrame = vec2(1.0) / g_Resolution;
//gl_FragColor = vec4(FxaaPixelShader(tex_pos, m_Texture, rcpFrame), 1.0);
//gl_FragColor = FxaaPixelShader(tex_pos, u_texColor, u_pixel * 3.15);
//gl_FragColor = FxaaPixelShader (tex_pos, u_texColor, u_pixel * 2.35);
//vec4 c = texture2D (u_texColor, tex_pos);
//gl_FragColor = vec4 (c.rgb * 0.5, 1.0) + vec4(FxaaPixelShader (tex_pos, u_texColor, u_pixel * 3.15).rgb - c.rgb, 1.0) * 2.0;
//gl_FragColor = 0.2*c + (FxaaPixelShader (tex_pos, u_texColor, u_pixel * 1.2)) * 0.8;
//}

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@ -0,0 +1,143 @@
#ifdef GLES
precision highp float;
#endif
uniform vec2 u_pixel;
attribute vec4 a_pos;
varying vec2 tex_pos;
void
main(){
gl_Position = a_pos;
tex_pos = (a_pos.xy + 1.0) * 0.5;
}
$$
#ifdef GLES
precision highp float;
#endif
uniform sampler2D u_tex;
uniform sampler2D u_texColor;
uniform vec2 u_pixel;
varying vec2 tex_pos;
// gauss bell center
const float gdisplace = 0.2;
const float nearZ = 1.0;
const float farZ = 4.0;
const int iterations = 4;
float getDepth(float posZ) {
return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));
}
float compareDepths(in float depth1, in float depth2, inout float far) {
// depth difference (0-100)
float diff = (depth1 - depth2) * 100.0;
// set 'far == 1.0' when 'diff' > 'gdisplace'
far = step(diff, gdisplace);
// gauss bell width 2,
// if far reduce left bell width to avoid self-shadowing
float garea = max((1.0 - far) * 2.0, 0.1);
//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
}
void
addAO(in float depth, in float x1, in float y1, in float x2, in float y2, inout float ao){
float z_11 = getDepth(texture2D(u_tex, vec2(x1, y1)).x);
float z_12 = getDepth(texture2D(u_tex, vec2(x1, y2)).x);
float z_21 = getDepth(texture2D(u_tex, vec2(x2, y1)).x);
float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
//depth = 0.99 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.01);
float f_11;
float d_11 = compareDepths(depth, z_11, f_11);
float f_12;
float d_12 = compareDepths(depth, z_12, f_12);
float f_21;
float d_21 = compareDepths(depth, z_21, f_21);
float f_22;
float d_22 = compareDepths(depth, z_22, f_22);
ao += 1.0 //(1.0 - step(1.0, x1)) * (1.0 - step(1.0, y1))
* (d_11 + f_11 * (1.0 - d_11) * d_22);
ao += 1.0 //(1.0 - step(1.0, x1)) * step(0.0, y2)
* (d_12 + f_12 * (1.0 - d_12) * d_21);
ao += 1.0 //step(0.0, x2) * (1.0 - step(1.0, y1))
* (d_21 + f_21 * (1.0 - d_21) * d_12);
ao += 1.0 //step(0.0, x2) * step(0.0, y2)
* (d_22 + f_22 * (1.0 - d_22) * d_11);
}
void
main(void){
// randomization texture:
// vec2 fres = vec2(20.0, 20.0);
// vec3 random = texture2D(rand, gl_TexCoord[0].st * fres.xy);
// random = random * 2.0 - vec3(1.0);
vec4 color = texture2D(u_texColor, tex_pos);
float depth = texture2D(u_tex, tex_pos).x;
float fog = pow(depth,3.0);
//return;
depth = getDepth(depth);
float x = tex_pos.x;
float y = tex_pos.y;
float pw = u_pixel.x;
float ph = u_pixel.y;
float ao = 0.0;
for (int i = 0; i < iterations; i++) {
float pwByDepth = pw / depth;
float phByDepth = ph / depth;
addAO(depth, x + pwByDepth, y + phByDepth, x - pwByDepth, y - phByDepth, ao);
pwByDepth *= 1.2;
phByDepth *= 1.2;
addAO(depth, x + pwByDepth, y, x, y - phByDepth, ao);
// sample jittering:
// pw += random.x * 0.0007;
// ph += random.y * 0.0007;
// increase sampling area:
pw *= 1.7;
ph *= 1.7;
}
//vec3 vao = vec3(fog * pow(ao / float(iterations * 8), 1.2));
ao = ao / float(iterations * 8);
ao *= 0.2;
ao = clamp(ao, 0.0, 1.0);
vec3 vao = vec3(ao);
//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
//gl_FragColor = color - (fog * vec4(vao, 0.0));
//gl_FragColor = vec4(vec3(0.8) - vao, 1.0);
//color *= 0.5;
//gl_FragColor = vec4(color.rgb - fog * vao, max(color.a, ao));
//gl_FragColor = vec4(1.0) - (vec4(vao, 0.0));
//gl_FragColor = vec4((color.rgb + vao)*0.5, color.a);
// }
// gl_FragColor = vec4(vao, 1.0) * texture2D(u_texColor, tex_pos.xy);
// gl_FragColor = vec4(gl_TexCoord[0].xy,0.0,1.0);
// gl_FragColor = vec4(tex_pos.xy,0.0,1.0);
// gl_FragColor = vec4(gl_FragCoord.xy / u_screen, 0.0, 1.0);
}

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@ -7,6 +7,7 @@ import org.oscim.layers.tile.TileRenderer;
import org.oscim.map.Map;
import org.oscim.renderer.ExtrusionRenderer;
import org.oscim.renderer.GLViewport;
import org.oscim.renderer.OffscreenRenderer;
import org.oscim.tiling.TileSource;
import org.oscim.utils.ColorUtil;
import org.oscim.utils.ColorsCSS;
@ -39,23 +40,29 @@ public class S3DBLayer extends TileLayer {
return new S3DBTileLoader(getManager(), mTileSource);
}
static class S3DBRenderer extends TileRenderer {
public static class S3DBRenderer extends TileRenderer {
ExtrusionRenderer mExtRenderer;
OffscreenRenderer or;
public S3DBRenderer() {
mExtRenderer = new ExtrusionRenderer(this, 16, true, false);
or = new OffscreenRenderer();
or.setRenderer(mExtRenderer);
}
@Override
protected synchronized void update(GLViewport v) {
super.update(v);
mExtRenderer.update(v);
setReady(mExtRenderer.isReady());
//mExtRenderer.update(v);
or.update(v);
setReady(or.isReady());
}
@Override
protected synchronized void render(GLViewport v) {
mExtRenderer.render(v);
or.render(v);
//mExtRenderer.render(v);
}
}
@ -97,7 +104,7 @@ public class S3DBLayer extends TileLayer {
return Color.LTGRAY;
if ("transparent" == color)
return Color.get(64, 64, 64, 64);
return Color.get(0, 1, 1, 1);
Integer css = ColorsCSS.get(color);

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@ -3,9 +3,11 @@ package org.oscim.layers.tile.s3db;
import static org.oscim.layers.tile.s3db.S3DBLayer.getMaterialColor;
import org.oscim.backend.canvas.Color;
import org.oscim.core.GeometryBuffer;
import org.oscim.core.GeometryBuffer.GeometryType;
import org.oscim.core.MapElement;
import org.oscim.core.MercatorProjection;
import org.oscim.core.Tag;
import org.oscim.layers.tile.MapTile;
import org.oscim.layers.tile.TileLoader;
import org.oscim.layers.tile.TileManager;
@ -27,9 +29,25 @@ class S3DBTileLoader extends TileLoader {
private float mGroundScale;
static MapElement mTilePlane = new MapElement();
static {
mTilePlane = new MapElement();
GeometryBuffer g = mTilePlane;
g.type = GeometryType.TRIS;
g.points = new float[] {
0, 0, 0,
4096, 0, 0,
0, 4096, 0,
4096, 4096, 0 };
g.index = new short[] { 0, 1, 2, 2, 1, 3 };
mTilePlane.tags.add(new Tag("c", "transparent"));
}
public S3DBTileLoader(TileManager tileManager, TileSource tileSource) {
super(tileManager);
mTileDataSource = tileSource.getDataSource();
}
@Override
@ -45,15 +63,18 @@ class S3DBTileLoader extends TileLoader {
mGroundScale = (float) MercatorProjection
.groundResolution(lat, 1 << mTile.zoomLevel);
mRoofs = new ExtrusionLayer(0, mGroundScale, Color.get(247, 249, 250));
mLayers = new ExtrusionLayer(0, mGroundScale, Color.get(255, 254, 252));
//mRoofs = new ExtrusionLayer(0, mGroundScale, Color.get(207, 209, 210));
mRoofs = new ExtrusionLayer(0, mGroundScale, Color.get(247, 249, 250));
mLayers.next = mRoofs;
mRoofs.next = mLayers;
ElementLayers layers = new ElementLayers();
layers.setExtrusionLayers(mLayers);
layers.setExtrusionLayers(mRoofs);
tile.data = layers;
process(mTilePlane);
try {
/* query database, which calls process() callback */
mTileDataSource.query(mTile, this);
@ -109,16 +130,18 @@ class S3DBTileLoader extends TileLoader {
}
ExtrusionLayer l = new ExtrusionLayer(0, mGroundScale, c);
l.next = mRoofs.next;
mRoofs.next = l;
l.next = mLayers.next;
mLayers.next = l;
l.add(element);
}
@Override
public void completed(QueryResult result) {
mLayers = null;
mRoofs = null;
super.completed(result);
}
}

View File

@ -25,6 +25,7 @@ import org.oscim.layers.tile.vector.VectorTileLayer.TileLoaderThemeHook;
import org.oscim.map.Map;
import org.oscim.renderer.ExtrusionRenderer;
import org.oscim.renderer.GLViewport;
import org.oscim.renderer.OffscreenRenderer;
import org.oscim.renderer.elements.ElementLayers;
import org.oscim.renderer.elements.ExtrusionLayer;
import org.oscim.theme.styles.ExtrusionStyle;
@ -35,14 +36,22 @@ public class BuildingLayer extends Layer implements TileLoaderThemeHook {
//static final Logger log = LoggerFactory.getLogger(BuildingOverlay.class);
private final static int MIN_ZOOM = 17;
private final static boolean POST_AA = false;
private final int mMinZoom;
private ExtrusionRenderer mExtRenderer;
public BuildingLayer(Map map, VectorTileLayer tileLayer) {
super(map);
tileLayer.addHook(this);
this(map, tileLayer, MIN_ZOOM);
mMinZoom = MIN_ZOOM;
mRenderer = new ExtrusionRenderer(tileLayer.tileRenderer(), MIN_ZOOM);
// super(map);
// tileLayer.addHook(this);
//
// mMinZoom = MIN_ZOOM;
//
// OffscreenRenderer or = new OffscreenRenderer();
// or.setRenderer(new ExtrusionRenderer(tileLayer.tileRenderer(), MIN_ZOOM));
// mRenderer = or;
}
public BuildingLayer(Map map, VectorTileLayer tileLayer, int minZoom) {
@ -50,8 +59,7 @@ public class BuildingLayer extends Layer implements TileLoaderThemeHook {
tileLayer.addHook(this);
mMinZoom = minZoom;
mRenderer = new ExtrusionRenderer(tileLayer.tileRenderer(), mMinZoom) {
mExtRenderer = new ExtrusionRenderer(tileLayer.tileRenderer(), mMinZoom) {
private long mStartTime;
@Override
@ -90,6 +98,14 @@ public class BuildingLayer extends Layer implements TileLoaderThemeHook {
super.update(v);
}
};
if (POST_AA) {
OffscreenRenderer or = new OffscreenRenderer();
or.setRenderer(mExtRenderer);
mRenderer = or;
} else {
mRenderer = mExtRenderer;
}
}
private final float mFadeTime = 500;

View File

@ -178,11 +178,11 @@ public class MapRenderer {
private void draw() {
if (mUpdateColor) {
float cc[] = mClearColor;
GL.glClearColor(cc[0], cc[1], cc[2], cc[3]);
mUpdateColor = false;
}
//if (mUpdateColor) {
float cc[] = mClearColor;
GL.glClearColor(cc[0], cc[1], cc[2], cc[3]);
mUpdateColor = false;
//}
GL.glDepthMask(true);
GL.glStencilMask(0xFF);
@ -320,6 +320,7 @@ public class MapRenderer {
GLState.init(GL);
GLUtils.init(GL);
GLShader.init(GL);
OffscreenRenderer.init(GL);
// Set up some vertex buffer objects
BufferObject.init(GL, 200);

View File

@ -0,0 +1,197 @@
package org.oscim.renderer;
import java.nio.IntBuffer;
import org.oscim.backend.GL20;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public class OffscreenRenderer extends LayerRenderer {
final static Logger log = LoggerFactory.getLogger(OffscreenRenderer.class);
int fb;
int renderTex;
int renderDepth;
int texW = -1;
int texH = -1;
boolean initialized;
private boolean useDepthTexture = false;
static class Shader extends GLShader {
int aPos, uTexDepth, uTexColor, uPixel;
Shader(String shaderFile) {
if (!create(shaderFile))
return;
aPos = getAttrib("a_pos");
uTexColor = getUniform("u_texColor");
uTexDepth = getUniform("u_tex");
uPixel = getUniform("u_pixel");
}
}
protected boolean setupFBO(GLViewport viewport) {
IntBuffer buf = MapRenderer.getIntBuffer(1);
texW = (int) viewport.getWidth();
texH = (int) viewport.getHeight();
GL.glGenFramebuffers(1, buf);
fb = buf.get(0);
buf.clear();
GL.glGenTextures(1, buf);
renderTex = buf.get(0);
GLUtils.checkGlError("0");
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
// generate color texture
GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex);
GLUtils.setTextureParameter(GL20.GL_NEAREST,
GL20.GL_NEAREST,
GL20.GL_CLAMP_TO_EDGE,
GL20.GL_CLAMP_TO_EDGE);
GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0,
GL20.GL_RGBA, texW, texH, 0, GL20.GL_RGBA,
GL20.GL_UNSIGNED_BYTE, null);
GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
GL20.GL_COLOR_ATTACHMENT0,
GL20.GL_TEXTURE_2D,
renderTex, 0);
GLUtils.checkGlError("1");
if (useDepthTexture) {
buf.clear();
GL.glGenTextures(1, buf);
renderDepth = buf.get(0);
GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth);
GLUtils.setTextureParameter(GL20.GL_NEAREST,
GL20.GL_NEAREST,
GL20.GL_CLAMP_TO_EDGE,
GL20.GL_CLAMP_TO_EDGE);
GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0,
GL20.GL_DEPTH_COMPONENT,
texW, texH, 0,
GL20.GL_DEPTH_COMPONENT,
GL20.GL_UNSIGNED_SHORT, null);
GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
GL20.GL_DEPTH_ATTACHMENT,
GL20.GL_TEXTURE_2D,
renderDepth, 0);
} else {
buf.clear();
GL.glGenRenderbuffers(1, buf);
int depthRenderbuffer = buf.get(0);
GL.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthRenderbuffer);
GL.glRenderbufferStorage(GL20.GL_RENDERBUFFER,
GL20.GL_DEPTH_COMPONENT16,
texW, texH);
GL.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER,
GL20.GL_DEPTH_ATTACHMENT,
GL20.GL_RENDERBUFFER,
depthRenderbuffer);
}
GLUtils.checkGlError("2");
int status = GL.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER);
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
if (status != GL20.GL_FRAMEBUFFER_COMPLETE) {
log.debug("invalid framebuffer! " + status);
return false;
}
return true;
}
static void init(GL20 gl20) {
GL = gl20;
shaders[0] = new Shader("post_fxaa");
shaders[1] = new Shader("post_ssao");
shaders[2] = new Shader("post_combined");
}
static Shader[] shaders = new Shader[3];
public void enable(boolean on) {
if (on)
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
else
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
}
public void begin() {
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
GL.glDepthMask(true);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
}
LayerRenderer mRenderer;
public void setRenderer(LayerRenderer renderer) {
mRenderer = renderer;
}
@Override
public void update(GLViewport viewport) {
if (texW != viewport.getWidth() || texH != viewport.getHeight())
setupFBO(viewport);
mRenderer.update(viewport);
setReady(mRenderer.isReady());
}
@Override
public void render(GLViewport viewport) {
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
GL.glViewport(0, 0, texW, texH);
GL.glDepthMask(true);
GL.glClearColor(0, 0, 0, 0);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_COLOR_BUFFER_BIT);
mRenderer.render(viewport);
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
Shader s = shaders[0];
s.useProgram();
/* bind depth texture */
if (useDepthTexture) {
GL.glActiveTexture(GL20.GL_TEXTURE1);
GLState.bindTex2D(renderDepth);
GL.glUniform1i(s.uTexDepth, 1);
GL.glActiveTexture(GL20.GL_TEXTURE0);
}
/* bind color texture */
GLState.bindTex2D(renderTex);
GL.glUniform1i(s.uTexColor, 0);
MapRenderer.bindQuadVertexVBO(s.aPos, true);
GL.glUniform2f(s.uPixel,
(float) (1.0 / texW * 0.5),
(float) (1.0 / texH * 0.5));
GLState.enableVertexArrays(s.aPos, -1);
GLState.test(false, false);
GLState.blend(true);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
GLUtils.checkGlError("....");
}
}