diff --git a/vtm-android-example/src/org/oscim/android/test/S3DBMapActivity.java b/vtm-android-example/src/org/oscim/android/test/S3DBMapActivity.java index 2f655620..5ee41e64 100644 --- a/vtm-android-example/src/org/oscim/android/test/S3DBMapActivity.java +++ b/vtm-android-example/src/org/oscim/android/test/S3DBMapActivity.java @@ -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 diff --git a/vtm/resources/assets/shaders/post_combined.glsl b/vtm/resources/assets/shaders/post_combined.glsl new file mode 100644 index 00000000..395ae666 --- /dev/null +++ b/vtm/resources/assets/shaders/post_combined.glsl @@ -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)); +} + diff --git a/vtm/resources/assets/shaders/post_fxaa.glsl b/vtm/resources/assets/shaders/post_fxaa.glsl new file mode 100644 index 00000000..823bb5ea --- /dev/null +++ b/vtm/resources/assets/shaders/post_fxaa.glsl @@ -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; +//} diff --git a/vtm/resources/assets/shaders/post_ssao.glsl b/vtm/resources/assets/shaders/post_ssao.glsl new file mode 100644 index 00000000..37d3bea0 --- /dev/null +++ b/vtm/resources/assets/shaders/post_ssao.glsl @@ -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); +} diff --git a/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java b/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java index 6df7ecd5..df21c952 100644 --- a/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java +++ b/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java @@ -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); diff --git a/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java b/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java index 66ad95f7..92c1abc8 100644 --- a/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java +++ b/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java @@ -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); } } diff --git a/vtm/src/org/oscim/layers/tile/vector/BuildingLayer.java b/vtm/src/org/oscim/layers/tile/vector/BuildingLayer.java index 4abdfdb1..834b5f27 100644 --- a/vtm/src/org/oscim/layers/tile/vector/BuildingLayer.java +++ b/vtm/src/org/oscim/layers/tile/vector/BuildingLayer.java @@ -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; diff --git a/vtm/src/org/oscim/renderer/MapRenderer.java b/vtm/src/org/oscim/renderer/MapRenderer.java index 0b38a18d..f72e6734 100644 --- a/vtm/src/org/oscim/renderer/MapRenderer.java +++ b/vtm/src/org/oscim/renderer/MapRenderer.java @@ -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); diff --git a/vtm/src/org/oscim/renderer/OffscreenRenderer.java b/vtm/src/org/oscim/renderer/OffscreenRenderer.java new file mode 100644 index 00000000..8d3fa863 --- /dev/null +++ b/vtm/src/org/oscim/renderer/OffscreenRenderer.java @@ -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("...."); + } +}