From 3071cdd0ac483e1506b450e82bf9949c6de6b7c4 Mon Sep 17 00:00:00 2001 From: Hannes Janetzek <hannes.janetzek@gmail.com> Date: Fri, 21 Mar 2014 02:16:58 +0100 Subject: [PATCH 1/5] fx: add OffscreenRenderer --- .../oscim/android/test/S3DBMapActivity.java | 11 +- .../org/oscim/layers/tile/s3db/S3DBLayer.java | 8 +- .../layers/tile/s3db/S3DBTileLoader.java | 33 +- .../org/oscim/renderer/OffscreenRenderer.java | 401 ++++++++++++++++++ 4 files changed, 444 insertions(+), 9 deletions(-) create mode 100644 vtm/src/org/oscim/renderer/OffscreenRenderer.java 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..8d234ac0 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 +1,10 @@ package org.oscim.android.test; import org.oscim.android.cache.TileCache; +import org.oscim.layers.GenericLayer; +import org.oscim.layers.tile.TileLayer; import org.oscim.layers.tile.s3db.S3DBLayer; -import org.oscim.layers.tile.vector.labeling.LabelLayer; +import org.oscim.renderer.OffscreenRenderer; import org.oscim.theme.VtmThemes; import org.oscim.tiling.TileSource; import org.oscim.tiling.source.oscimap4.OSciMap4TileSource; @@ -28,8 +30,13 @@ 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 GenericLayer(mMap, or)); mMap.layers().add(new LabelLayer(mMap, mBaseLayer)); } diff --git a/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java b/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java index 6df7ecd5..4f7db87a 100644 --- a/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java +++ b/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java @@ -39,7 +39,7 @@ public class S3DBLayer extends TileLayer { return new S3DBTileLoader(getManager(), mTileSource); } - static class S3DBRenderer extends TileRenderer { + public static class S3DBRenderer extends TileRenderer { ExtrusionRenderer mExtRenderer; public S3DBRenderer() { @@ -57,6 +57,10 @@ public class S3DBLayer extends TileLayer { protected synchronized void render(GLViewport v) { mExtRenderer.render(v); } + + public synchronized void render2(GLViewport v) { + mExtRenderer.render2(v); + } } static int getColor(String color, boolean roof) { @@ -97,7 +101,7 @@ public class S3DBLayer extends TileLayer { return Color.LTGRAY; if ("transparent" == color) - return Color.get(64, 64, 64, 64); + return Color.get(128, 128, 128, 128); 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/renderer/OffscreenRenderer.java b/vtm/src/org/oscim/renderer/OffscreenRenderer.java new file mode 100644 index 00000000..9fedec68 --- /dev/null +++ b/vtm/src/org/oscim/renderer/OffscreenRenderer.java @@ -0,0 +1,401 @@ +package org.oscim.renderer; + +import java.nio.IntBuffer; + +import org.oscim.backend.GL20; +import org.oscim.layers.tile.s3db.S3DBLayer.S3DBRenderer; +import org.slf4j.Logger; +import org.slf4j.LoggerFactory; + +public class OffscreenRenderer extends LayerRenderer { + final static Logger log = LoggerFactory.getLogger(OffscreenRenderer.class); + + int fb; + //int depthRb; + int renderTex; + int renderDepth; + + int texW; + int texH; + + public OffscreenRenderer(int w, int h) { + texW = w; + texH = h; + //texW = nearestPowerOf2(texW); + //texH = nearestPowerOf2(texH); + } + + int nearestPowerOf2(int x) { + --x; + x |= x >> 1; + x |= x >> 2; + x |= x >> 4; + x |= x >> 8; + x |= x >> 16; + return ++x; + } + + boolean initialized; + + protected boolean setup1(GLViewport viewport) { + IntBuffer buf = MapRenderer.getIntBuffer(1); + + texW = (int) viewport.getWidth(); + texH = (int) viewport.getHeight(); + //texW = nearestPowerOf2(texW); + //texH = nearestPowerOf2(texH); + + GL.glGenFramebuffers(1, buf); + fb = buf.get(0); + + // buf.clear(); + // GL.glGenRenderbuffers(1, buf); + // depthRb = buf.get(0); + + buf.clear(); + GL.glGenTextures(1, buf); + renderTex = buf.get(0); + + buf.clear(); + GL.glGenTextures(1, buf); + renderDepth = buf.get(0); + + GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb); + + // generate color texture + GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex); + GLUtils.checkGlError("0"); + + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_LINEAR); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_LINEAR); + + 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("00"); + + GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth); + + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); + GLUtils.checkGlError("1"); + + GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT, + texW, texH, 0, GL20.GL_DEPTH_COMPONENT, + GL20.GL_UNSIGNED_SHORT, null); + + GLUtils.checkGlError("11 " + texW + " / " + texH); + + GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, + GL20.GL_DEPTH_ATTACHMENT, + GL20.GL_TEXTURE_2D, + renderDepth, 0); + + GLUtils.checkGlError("111"); + // create render buffer and bind 16-bit depth buffer + //GL.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthRb); + + //GL.glRenderbufferStorage(GL20.GL_RENDERBUFFER, + // GL20.GL_DEPTH_COMPONENT16, + // texW, + // texH); + + GLUtils.checkGlError("2"); + + GLUtils.checkGlError("3"); + + //GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, + // GL20.GL_COLOR_ATTACHMENT0, + // GL20.GL_TEXTURE_2D, + // renderTex, 0); + // + //GL.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, + // GL20.GL_DEPTH_ATTACHMENT, + // GL20.GL_RENDERBUFFER, + // depthRb); + + int status = GL.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER); + if (status != GL20.GL_FRAMEBUFFER_COMPLETE) { + log.debug("invalid framebuffer!!! " + status); + return false; + } + + GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); + + //shader = GLUtils.createProgram(vShader, fShader); + shader = GLShader.createProgram(vShader, fSSAO); + + hTex = GL.glGetUniformLocation(shader, "u_tex"); + hTexColor = GL.glGetUniformLocation(shader, "u_texColor"); + //hScreen = GL.glGetUniformLocation(shader, "u_screen"); + hPixel = GL.glGetUniformLocation(shader, "u_pixel"); + hPos = GL.glGetAttribLocation(shader, "a_pos"); + + return true; + } + + int shader; + int hPos; + int hTex; + int hTexColor; + //int hScreen; + int hPixel; + + 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 + protected void update(GLViewport viewport) { + if (!initialized) { + setup1(viewport); + initialized = true; + } + mRenderer.update(viewport); + //log.debug(">>> ist ready " + mRenderer.isReady()); + setReady(mRenderer.isReady()); + } + + @Override + protected void render(GLViewport viewport) { + //begin(); + GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb); + GL.glViewport(0, 0, texW, texH); + GL.glDepthMask(true); + //GL.glViewport(0, 0, this.texW, this.texH); + GL.glClearColor(0, 0, 0, 0); + //GL.glDepthRangef(0, 1); + //GL.glClearDepthf(1); + GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_COLOR_BUFFER_BIT); + //GL.glClear(GL20.GL_DEPTH_BUFFER_BIT); + + GLUtils.checkGlError("-----"); + ((S3DBRenderer) mRenderer).render2(viewport); + GLUtils.checkGlError("----"); + + GL.glViewport(0, 0, (int) viewport.getWidth(), (int) viewport.getHeight()); + + GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); + + GLUtils.checkGlError("--"); + + GLState.useProgram(shader); + GLUtils.checkGlError("-0"); + + // bind the framebuffer texture + GL.glActiveTexture(GL20.GL_TEXTURE1); + GLUtils.checkGlError("-1"); + + //GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex); + //GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth); + + GLState.bindTex2D(renderDepth); + GL.glUniform1i(hTex, 1); + + GLUtils.checkGlError("-2"); + + GL.glActiveTexture(GL20.GL_TEXTURE0); + GLState.bindTex2D(renderTex); + GL.glUniform1i(hTexColor, 0); + + MapRenderer.bindQuadVertexVBO(hPos, true); + + //GL.glUniform2f(hScreen, texW, texH); + GL.glUniform2f(hPixel, (float) (1.0 / texW * 0.5), (float) (1.0 / texH * 0.5)); + + GLState.enableVertexArrays(hPos, -1); + GLUtils.checkGlError("-3"); + + GLState.test(false, false); + GLState.blend(true); + GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4); + GLUtils.checkGlError("-4"); + + //GL.glDepthRangef(1, -1); + //GL.glClearDepthf(1); + + //GL.glActiveTexture(GL20.GL_TEXTURE1); + + } + + private final static String vShader = "" + + "precision highp float;" + + "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;" + + "}"; + + private final static String fSSAO = "" + + "precision highp float;" + // Depth texture + + "uniform sampler2D u_tex;" + // Depth texture + + "uniform sampler2D u_texColor;" + // Random texture + //+ "uniform sampler2D rand;" + //+ "uniform vec2 u_screen;" + + "uniform vec2 u_pixel;" + + + "varying vec2 tex_pos;" + // + // gauss bell center + + "const float gdisplace = 0.2;" + // + // "vec2 camerarange = vec2(1.0, 8.0);" + + "const float nearZ = 1.0;"//camerarange.x;" + + "const float farZ = 4.0;" //camerarange.y;" + // + + "float getDepth(float posZ){" + + " return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));" + + "}" + // + + "float compareDepths(in float depth1, in float posZ, inout float far) {" + + " float depth2 = getDepth(posZ);" + // 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, reduce left bell width to avoid self-shadowing + + " float garea = max((1.0 - far) * 2.0, 0.01);" + + " return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));" + + "}" + // + + "float addAO(float depth, float x1, float y1, float x2, float y2) {" + + " float ao = 0.0;" + + + " float f_11;" + + " float z_11 = texture2D(u_tex, vec2(x1, y1)).x;" + + " float d_11 = compareDepths(depth, z_11, f_11);" + + + " float f_12;" + + " float z_12 = texture2D(u_tex, vec2(x1, y2)).x;" + + " float d_12 = compareDepths(depth, z_12, f_12);" + + + " float f_21;" + + " float z_21 = texture2D(u_tex, vec2(x2, y1)).x;" + + " float d_21 = compareDepths(depth, z_21, f_21);" + + + " float f_22;" + + " float z_22 = texture2D(u_tex, vec2(x2, y2)).x;" + + " float d_22 = compareDepths(depth, z_22, f_22);" + + + " ao += (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 - step(1.0, x1)) * step(0.0, y2)" + + " * (d_12 + f_12 * (1.0 - d_12) * d_21);" + + + " ao += step(0.0, x2) * (1.0 - step(1.0, y1))" + + " * (d_21 + f_21 * (1.0 - d_21) * d_12);" + + + " ao += step(0.0, x2) * step(0.0, y2)" + + " * (d_22 + f_22 * (1.0 - d_22) * d_11);" + + + " return ao;" + + "}" + + + "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);" + + // initialize stuff: + + " vec4 color = texture2D(u_texColor, tex_pos);" + + //+ " vec2 tex_pos = gl_FragCoord.xy / u_screen;" + + " float depth = getDepth(texture2D(u_tex, tex_pos).x);" + + + " float ao = 0.0;" + + " float x = tex_pos.x;" + + " float y = tex_pos.y;" + // 'lookup range in screen pixel' + //+ " float pw = 1.0 / u_screen.x * 0.5;" + //+ " float ph = 1.0 / u_screen.y * 0.5;" + + + " float pw = u_pixel.x;" + + " float ph = u_pixel.y;" + + + " for (int i = 0; i < 4; i++) {" + + " float pwByDepth = pw / depth;" + + " float phByDepth = ph / depth;" + + // calculate color bleeding and ao: + + + " ao += addAO(depth, x + pwByDepth, y + phByDepth,x - pwByDepth, y - phByDepth);" + + + " pwByDepth *= 1.2;" + + " phByDepth *= 1.2;" + + + " ao += addAO(depth, x + pwByDepth, y, x, y - phByDepth);" + + // sample jittering: + //+ " pw += random.x * 0.0007;" + //+ " ph += random.y * 0.0007;" + // increase sampling area: + //+ " pw *= 1.7;" + //+ " ph *= 1.7;" + + " pw *= 1.7;" + + " ph *= 1.7;" + + + " }" + // // final values, some adjusting + //+ "if ((ao / 32.0) > 1.0){" + //+ " gl_FragColor = vec4(1.0,1.0,ao / 32.0 - 1.0,1.0);" + //+ "" + //+ "} else {" + + " vec3 finalAO = vec3(0.25 * pow((ao / 32.0),1.2));" + + " gl_FragColor = vec4(1.0 - finalAO, 1.0);" + //+ " gl_FragColor = color - vec4(finalAO, 0.0);" + //+ " }" + //+ " gl_FragColor = vec4(finalAO, 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);" + + + "}"; + + // private final static String fShader = "" + // + "precision mediump float;" + // + "uniform sampler2D u_tex;" + // + "uniform sampler2D u_texColor;" // Depth texture + // + "uniform vec2 u_screen;" + // + "varying vec2 tex_pos;" + // + "void main() {" + // //+ " vec2 tex_pos = gl_FragCoord.xy / u_screen;" + // + " vec4 c = texture2D(u_tex, tex_pos.xy);" + // + " gl_FragColor = c * texture2D(u_texColor, tex_pos.xy);" + // + "}"; + + //+ "#version 120\n" + +} From cc95c485cec912c553c7edbf1308926ef8ac82e7 Mon Sep 17 00:00:00 2001 From: Hannes Janetzek <hannes.janetzek@gmail.com> Date: Mon, 17 Mar 2014 06:30:05 +0100 Subject: [PATCH 2/5] fx: add fxaa post-process shader --- vtm/resources/assets/shaders/post_fxaa.h | 116 +++++++++ .../layers/tile/s3db/S3DBTileLoader.java | 2 +- vtm/src/org/oscim/renderer/MapRenderer.java | 10 +- .../org/oscim/renderer/OffscreenRenderer.java | 238 ++++-------------- 4 files changed, 171 insertions(+), 195 deletions(-) create mode 100644 vtm/resources/assets/shaders/post_fxaa.h diff --git a/vtm/resources/assets/shaders/post_fxaa.h b/vtm/resources/assets/shaders/post_fxaa.h new file mode 100644 index 00000000..a519b51b --- /dev/null +++ b/vtm/resources/assets/shaders/post_fxaa.h @@ -0,0 +1,116 @@ +precision mediump float; +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; + //tex_pos.zw = tex_pos.xz - u_pixel * vec2 (0.5); +} +§ +precision mediump float; +//uniform sampler2D m_Texture; +//uniform vec2 g_Resolution; +//uniform vec2 g_Resolution; +uniform sampler2D u_texColor; +uniform vec2 u_pixel; +varying vec2 tex_pos; + +//uniform float m_VxOffset; +//uniform float m_SpanMax; +//uniform float m_ReduceMul; + +const vec2 m_SpanMax = vec2(2.5, 2.5); +const float m_ReduceMul = 0.15; + +//varying vec2 texCoord; +//varying vec4 pos; + +//#define FxaaTex(t, p) texture2D(t, p) +//#define OffsetVec(a, b) vec2(a, b) +//#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r) +// Output of FxaaVertexShader interpolated across screen. +// Input texture. +// Constant {1.0/frameWidth, 1.0/frameHeight}. + +#define FXAA_REDUCE_MIN (1.0/128.0) + +//float FxaaLuma(float3 rgb) { +// return rgb.g * (0.587/0.299) + rgb.b; +//} + +vec4 +FxaaPixelShader(vec2 pos, sampler2D tex, vec2 pixel){ + + //#define FXAA_REDUCE_MUL (1.0/8.0) + //#define FXAA_SPAN_MAX 8.0 + + vec3 rgbNW = texture2D(tex, pos + vec2(-1.0, -1.0) * pixel).xyz; +// vec3 rgbNE = FxaaTexOff(tex, pos.zw, OffsetVec(1,0), pixel.xy).xyz; +// vec3 rgbSW = FxaaTexOff(tex, pos.zw, OffsetVec(0,1), pixel.xy).xyz; +// vec3 rgbSE = FxaaTexOff(tex, pos.zw, OffsetVec(1,1), pixel.xy).xyz; + + vec3 rgbNE = texture2D(tex, pos + vec2(1.0, -1.0) * pixel).xyz; + vec3 rgbSW = texture2D(tex, pos + vec2(-1.0, 1.0) * pixel).xyz; + vec3 rgbSE = texture2D(tex, pos + vec2(1.0, 1.0) * pixel).xyz; + + vec3 rgbM = texture2D(tex, pos).xyz; + + //return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0); + + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, 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, 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)); + + //return vec4(dir*0.5, 0.5, 1.0); + + 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(tex, pos + dir * vec2(1.0 / 3.0 - 0.5)) + + texture2D(tex, pos + dir * vec2(2.0 / 3.0 - 0.5))); + + vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, pos + dir * vec2(0.0 / 3.0 - 0.5)) + + texture2D(tex, pos + dir * vec2(3.0 / 3.0 - 0.5))); + + float lumaB = dot(rgbB.xyz, luma.xyz); + + float d = step(lumaB, lumaMin) + step(lumaMax, lumaB); + + return (1.0 - d) * rgbB + d * rgbA; + + // if ((lumaB < lumaMin) || (lumaB > lumaMax)) + // { return rgbA; } else { return rgbB; } +} + +void +main(){ + //vec2 rcpFrame = vec2(1.0) / g_Resolution; + //gl_FragColor = vec4(FxaaPixelShader(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/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java b/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java index 92c1abc8..9cc9f211 100644 --- a/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java +++ b/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java @@ -73,7 +73,7 @@ class S3DBTileLoader extends TileLoader { layers.setExtrusionLayers(mRoofs); tile.data = layers; - process(mTilePlane); + //process(mTilePlane); try { /* query database, which calls process() callback */ diff --git a/vtm/src/org/oscim/renderer/MapRenderer.java b/vtm/src/org/oscim/renderer/MapRenderer.java index 0b38a18d..cc9c17a0 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); diff --git a/vtm/src/org/oscim/renderer/OffscreenRenderer.java b/vtm/src/org/oscim/renderer/OffscreenRenderer.java index 9fedec68..8b14b461 100644 --- a/vtm/src/org/oscim/renderer/OffscreenRenderer.java +++ b/vtm/src/org/oscim/renderer/OffscreenRenderer.java @@ -37,6 +37,8 @@ public class OffscreenRenderer extends LayerRenderer { boolean initialized; + private boolean useDepthTexture = false; + protected boolean setup1(GLViewport viewport) { IntBuffer buf = MapRenderer.getIntBuffer(1); @@ -56,10 +58,6 @@ public class OffscreenRenderer extends LayerRenderer { GL.glGenTextures(1, buf); renderTex = buf.get(0); - buf.clear(); - GL.glGenTextures(1, buf); - renderDepth = buf.get(0); - GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb); // generate color texture @@ -68,8 +66,8 @@ public class OffscreenRenderer extends LayerRenderer { GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_LINEAR); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_LINEAR); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_RGBA, texW, texH, 0, GL20.GL_RGBA, @@ -82,24 +80,43 @@ public class OffscreenRenderer extends LayerRenderer { GLUtils.checkGlError("00"); - GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth); + if (useDepthTexture) { + buf.clear(); + GL.glGenTextures(1, buf); + renderDepth = buf.get(0); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); - GLUtils.checkGlError("1"); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST); + GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); + GLUtils.checkGlError("1"); - GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT, - texW, texH, 0, GL20.GL_DEPTH_COMPONENT, - GL20.GL_UNSIGNED_SHORT, null); + GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT, + texW, texH, 0, GL20.GL_DEPTH_COMPONENT, + GL20.GL_UNSIGNED_SHORT, null); - GLUtils.checkGlError("11 " + texW + " / " + texH); + GLUtils.checkGlError("11 " + texW + " / " + texH); - GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, - GL20.GL_DEPTH_ATTACHMENT, - GL20.GL_TEXTURE_2D, - renderDepth, 0); + 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("111"); // create render buffer and bind 16-bit depth buffer @@ -132,10 +149,12 @@ public class OffscreenRenderer extends LayerRenderer { GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); - //shader = GLUtils.createProgram(vShader, fShader); - shader = GLShader.createProgram(vShader, fSSAO); + //shader = GLShader.createProgram(vShader, fShader); + //shader = GLShader.createProgram(vShader, fSSAO); + //shader = GLShader.createProgram(vShader, fShaderFXAA); + shader = GLShader.loadShader("post_fxaa"); - hTex = GL.glGetUniformLocation(shader, "u_tex"); + //hTex = GL.glGetUniformLocation(shader, "u_tex"); hTexColor = GL.glGetUniformLocation(shader, "u_texColor"); //hScreen = GL.glGetUniformLocation(shader, "u_screen"); hPixel = GL.glGetUniformLocation(shader, "u_pixel"); @@ -146,8 +165,9 @@ public class OffscreenRenderer extends LayerRenderer { int shader; int hPos; - int hTex; + //int hTex; int hTexColor; + //int hScreen; int hPixel; @@ -208,16 +228,12 @@ public class OffscreenRenderer extends LayerRenderer { GLUtils.checkGlError("-0"); // bind the framebuffer texture - GL.glActiveTexture(GL20.GL_TEXTURE1); - GLUtils.checkGlError("-1"); + //GL.glActiveTexture(GL20.GL_TEXTURE1); + //GLUtils.checkGlError("-1"); - //GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex); - //GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth); - - GLState.bindTex2D(renderDepth); - GL.glUniform1i(hTex, 1); - - GLUtils.checkGlError("-2"); + //GLState.bindTex2D(renderDepth); + //GL.glUniform1i(hTex, 1); + //GLUtils.checkGlError("-2"); GL.glActiveTexture(GL20.GL_TEXTURE0); GLState.bindTex2D(renderTex); @@ -242,160 +258,4 @@ public class OffscreenRenderer extends LayerRenderer { //GL.glActiveTexture(GL20.GL_TEXTURE1); } - - private final static String vShader = "" - + "precision highp float;" - + "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;" - + "}"; - - private final static String fSSAO = "" - + "precision highp float;" - // Depth texture - + "uniform sampler2D u_tex;" - // Depth texture - + "uniform sampler2D u_texColor;" - // Random texture - //+ "uniform sampler2D rand;" - //+ "uniform vec2 u_screen;" - + "uniform vec2 u_pixel;" - - + "varying vec2 tex_pos;" - // - // gauss bell center - + "const float gdisplace = 0.2;" - // - // "vec2 camerarange = vec2(1.0, 8.0);" - + "const float nearZ = 1.0;"//camerarange.x;" - + "const float farZ = 4.0;" //camerarange.y;" - // - + "float getDepth(float posZ){" - + " return (2.0 * nearZ) / (nearZ + farZ - posZ * (farZ - nearZ));" - + "}" - // - + "float compareDepths(in float depth1, in float posZ, inout float far) {" - + " float depth2 = getDepth(posZ);" - // 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, reduce left bell width to avoid self-shadowing - + " float garea = max((1.0 - far) * 2.0, 0.01);" - + " return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));" - + "}" - // - + "float addAO(float depth, float x1, float y1, float x2, float y2) {" - + " float ao = 0.0;" - - + " float f_11;" - + " float z_11 = texture2D(u_tex, vec2(x1, y1)).x;" - + " float d_11 = compareDepths(depth, z_11, f_11);" - - + " float f_12;" - + " float z_12 = texture2D(u_tex, vec2(x1, y2)).x;" - + " float d_12 = compareDepths(depth, z_12, f_12);" - - + " float f_21;" - + " float z_21 = texture2D(u_tex, vec2(x2, y1)).x;" - + " float d_21 = compareDepths(depth, z_21, f_21);" - - + " float f_22;" - + " float z_22 = texture2D(u_tex, vec2(x2, y2)).x;" - + " float d_22 = compareDepths(depth, z_22, f_22);" - - + " ao += (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 - step(1.0, x1)) * step(0.0, y2)" - + " * (d_12 + f_12 * (1.0 - d_12) * d_21);" - - + " ao += step(0.0, x2) * (1.0 - step(1.0, y1))" - + " * (d_21 + f_21 * (1.0 - d_21) * d_12);" - - + " ao += step(0.0, x2) * step(0.0, y2)" - + " * (d_22 + f_22 * (1.0 - d_22) * d_11);" - - + " return ao;" - + "}" - - + "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);" - - // initialize stuff: - + " vec4 color = texture2D(u_texColor, tex_pos);" - - //+ " vec2 tex_pos = gl_FragCoord.xy / u_screen;" - + " float depth = getDepth(texture2D(u_tex, tex_pos).x);" - + - " float ao = 0.0;" - + " float x = tex_pos.x;" - + " float y = tex_pos.y;" - // 'lookup range in screen pixel' - //+ " float pw = 1.0 / u_screen.x * 0.5;" - //+ " float ph = 1.0 / u_screen.y * 0.5;" - - + " float pw = u_pixel.x;" - + " float ph = u_pixel.y;" - - + " for (int i = 0; i < 4; i++) {" - + " float pwByDepth = pw / depth;" - + " float phByDepth = ph / depth;" - - // calculate color bleeding and ao: - - + " ao += addAO(depth, x + pwByDepth, y + phByDepth,x - pwByDepth, y - phByDepth);" - - + " pwByDepth *= 1.2;" - + " phByDepth *= 1.2;" - - + " ao += addAO(depth, x + pwByDepth, y, x, y - phByDepth);" - - // sample jittering: - //+ " pw += random.x * 0.0007;" - //+ " ph += random.y * 0.0007;" - // increase sampling area: - //+ " pw *= 1.7;" - //+ " ph *= 1.7;" - + " pw *= 1.7;" - + " ph *= 1.7;" - - + " }" - // // final values, some adjusting - //+ "if ((ao / 32.0) > 1.0){" - //+ " gl_FragColor = vec4(1.0,1.0,ao / 32.0 - 1.0,1.0);" - //+ "" - //+ "} else {" - + " vec3 finalAO = vec3(0.25 * pow((ao / 32.0),1.2));" - + " gl_FragColor = vec4(1.0 - finalAO, 1.0);" - //+ " gl_FragColor = color - vec4(finalAO, 0.0);" - //+ " }" - //+ " gl_FragColor = vec4(finalAO, 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);" - - + "}"; - - // private final static String fShader = "" - // + "precision mediump float;" - // + "uniform sampler2D u_tex;" - // + "uniform sampler2D u_texColor;" // Depth texture - // + "uniform vec2 u_screen;" - // + "varying vec2 tex_pos;" - // + "void main() {" - // //+ " vec2 tex_pos = gl_FragCoord.xy / u_screen;" - // + " vec4 c = texture2D(u_tex, tex_pos.xy);" - // + " gl_FragColor = c * texture2D(u_texColor, tex_pos.xy);" - // + "}"; - - //+ "#version 120\n" - } From d90a0e94756bdf93d266525e3a634f8f18a20719 Mon Sep 17 00:00:00 2001 From: Hannes Janetzek <hannes.janetzek@gmail.com> Date: Fri, 21 Mar 2014 00:49:48 +0100 Subject: [PATCH 3/5] fx: combined ssao/fxaa shader - rename and update shaders --- .../assets/shaders/post_combined.glsl | 187 ++++++++++++++++++ vtm/resources/assets/shaders/post_fxaa.glsl | 117 +++++++++++ vtm/resources/assets/shaders/post_fxaa.h | 116 ----------- vtm/resources/assets/shaders/post_ssao.glsl | 143 ++++++++++++++ .../layers/tile/s3db/S3DBTileLoader.java | 2 +- .../org/oscim/renderer/OffscreenRenderer.java | 98 +++------ 6 files changed, 477 insertions(+), 186 deletions(-) create mode 100644 vtm/resources/assets/shaders/post_combined.glsl create mode 100644 vtm/resources/assets/shaders/post_fxaa.glsl delete mode 100644 vtm/resources/assets/shaders/post_fxaa.h create mode 100644 vtm/resources/assets/shaders/post_ssao.glsl 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_fxaa.h b/vtm/resources/assets/shaders/post_fxaa.h deleted file mode 100644 index a519b51b..00000000 --- a/vtm/resources/assets/shaders/post_fxaa.h +++ /dev/null @@ -1,116 +0,0 @@ -precision mediump float; -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; - //tex_pos.zw = tex_pos.xz - u_pixel * vec2 (0.5); -} -§ -precision mediump float; -//uniform sampler2D m_Texture; -//uniform vec2 g_Resolution; -//uniform vec2 g_Resolution; -uniform sampler2D u_texColor; -uniform vec2 u_pixel; -varying vec2 tex_pos; - -//uniform float m_VxOffset; -//uniform float m_SpanMax; -//uniform float m_ReduceMul; - -const vec2 m_SpanMax = vec2(2.5, 2.5); -const float m_ReduceMul = 0.15; - -//varying vec2 texCoord; -//varying vec4 pos; - -//#define FxaaTex(t, p) texture2D(t, p) -//#define OffsetVec(a, b) vec2(a, b) -//#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r) -// Output of FxaaVertexShader interpolated across screen. -// Input texture. -// Constant {1.0/frameWidth, 1.0/frameHeight}. - -#define FXAA_REDUCE_MIN (1.0/128.0) - -//float FxaaLuma(float3 rgb) { -// return rgb.g * (0.587/0.299) + rgb.b; -//} - -vec4 -FxaaPixelShader(vec2 pos, sampler2D tex, vec2 pixel){ - - //#define FXAA_REDUCE_MUL (1.0/8.0) - //#define FXAA_SPAN_MAX 8.0 - - vec3 rgbNW = texture2D(tex, pos + vec2(-1.0, -1.0) * pixel).xyz; -// vec3 rgbNE = FxaaTexOff(tex, pos.zw, OffsetVec(1,0), pixel.xy).xyz; -// vec3 rgbSW = FxaaTexOff(tex, pos.zw, OffsetVec(0,1), pixel.xy).xyz; -// vec3 rgbSE = FxaaTexOff(tex, pos.zw, OffsetVec(1,1), pixel.xy).xyz; - - vec3 rgbNE = texture2D(tex, pos + vec2(1.0, -1.0) * pixel).xyz; - vec3 rgbSW = texture2D(tex, pos + vec2(-1.0, 1.0) * pixel).xyz; - vec3 rgbSE = texture2D(tex, pos + vec2(1.0, 1.0) * pixel).xyz; - - vec3 rgbM = texture2D(tex, pos).xyz; - - //return vec4(rgbM - (rgbNW + rgbNE)*0.25,1.0); - - vec3 luma = vec3(0.299, 0.587, 0.114); - float lumaNW = dot(rgbNW, luma); - float lumaNE = dot(rgbNE, luma); - float lumaSW = dot(rgbSW, luma); - float lumaSE = dot(rgbSE, luma); - float lumaM = dot(rgbM, 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, 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)); - - //return vec4(dir*0.5, 0.5, 1.0); - - 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(tex, pos + dir * vec2(1.0 / 3.0 - 0.5)) - + texture2D(tex, pos + dir * vec2(2.0 / 3.0 - 0.5))); - - vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, pos + dir * vec2(0.0 / 3.0 - 0.5)) - + texture2D(tex, pos + dir * vec2(3.0 / 3.0 - 0.5))); - - float lumaB = dot(rgbB.xyz, luma.xyz); - - float d = step(lumaB, lumaMin) + step(lumaMax, lumaB); - - return (1.0 - d) * rgbB + d * rgbA; - - // if ((lumaB < lumaMin) || (lumaB > lumaMax)) - // { return rgbA; } else { return rgbB; } -} - -void -main(){ - //vec2 rcpFrame = vec2(1.0) / g_Resolution; - //gl_FragColor = vec4(FxaaPixelShader(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/S3DBTileLoader.java b/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java index 9cc9f211..92c1abc8 100644 --- a/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java +++ b/vtm/src/org/oscim/layers/tile/s3db/S3DBTileLoader.java @@ -73,7 +73,7 @@ class S3DBTileLoader extends TileLoader { layers.setExtrusionLayers(mRoofs); tile.data = layers; - //process(mTilePlane); + process(mTilePlane); try { /* query database, which calls process() callback */ diff --git a/vtm/src/org/oscim/renderer/OffscreenRenderer.java b/vtm/src/org/oscim/renderer/OffscreenRenderer.java index 8b14b461..cdb0ebe3 100644 --- a/vtm/src/org/oscim/renderer/OffscreenRenderer.java +++ b/vtm/src/org/oscim/renderer/OffscreenRenderer.java @@ -21,8 +21,6 @@ public class OffscreenRenderer extends LayerRenderer { public OffscreenRenderer(int w, int h) { texW = w; texH = h; - //texW = nearestPowerOf2(texW); - //texH = nearestPowerOf2(texH); } int nearestPowerOf2(int x) { @@ -37,23 +35,17 @@ public class OffscreenRenderer extends LayerRenderer { boolean initialized; - private boolean useDepthTexture = false; + private boolean useDepthTexture = true; protected boolean setup1(GLViewport viewport) { IntBuffer buf = MapRenderer.getIntBuffer(1); texW = (int) viewport.getWidth(); texH = (int) viewport.getHeight(); - //texW = nearestPowerOf2(texW); - //texH = nearestPowerOf2(texH); GL.glGenFramebuffers(1, buf); fb = buf.get(0); - // buf.clear(); - // GL.glGenRenderbuffers(1, buf); - // depthRb = buf.get(0); - buf.clear(); GL.glGenTextures(1, buf); renderTex = buf.get(0); @@ -64,13 +56,13 @@ public class OffscreenRenderer extends LayerRenderer { GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex); GLUtils.checkGlError("0"); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); + 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, + 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, @@ -84,11 +76,11 @@ public class OffscreenRenderer extends LayerRenderer { buf.clear(); GL.glGenTextures(1, buf); renderDepth = buf.get(0); - - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST); - GL.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); + 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); GLUtils.checkGlError("1"); GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT, @@ -97,10 +89,8 @@ public class OffscreenRenderer extends LayerRenderer { GLUtils.checkGlError("11 " + texW + " / " + texH); - GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, - GL20.GL_DEPTH_ATTACHMENT, - GL20.GL_TEXTURE_2D, - renderDepth, 0); + GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, + GL20.GL_TEXTURE_2D, renderDepth, 0); } else { buf.clear(); GL.glGenRenderbuffers(1, buf); @@ -119,44 +109,24 @@ public class OffscreenRenderer extends LayerRenderer { } GLUtils.checkGlError("111"); - // create render buffer and bind 16-bit depth buffer - //GL.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthRb); - - //GL.glRenderbufferStorage(GL20.GL_RENDERBUFFER, - // GL20.GL_DEPTH_COMPONENT16, - // texW, - // texH); - - GLUtils.checkGlError("2"); - - GLUtils.checkGlError("3"); - - //GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, - // GL20.GL_COLOR_ATTACHMENT0, - // GL20.GL_TEXTURE_2D, - // renderTex, 0); - // - //GL.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER, - // GL20.GL_DEPTH_ATTACHMENT, - // GL20.GL_RENDERBUFFER, - // depthRb); 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; } - GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); - //shader = GLShader.createProgram(vShader, fShader); //shader = GLShader.createProgram(vShader, fSSAO); //shader = GLShader.createProgram(vShader, fShaderFXAA); - shader = GLShader.loadShader("post_fxaa"); + //shader = GLShader.loadShader("post_fxaa"); + shader = GLShader.loadShader("post_combined"); - //hTex = GL.glGetUniformLocation(shader, "u_tex"); + hTex = GL.glGetUniformLocation(shader, "u_tex"); hTexColor = GL.glGetUniformLocation(shader, "u_texColor"); - //hScreen = GL.glGetUniformLocation(shader, "u_screen"); hPixel = GL.glGetUniformLocation(shader, "u_pixel"); hPos = GL.glGetAttribLocation(shader, "a_pos"); @@ -165,10 +135,8 @@ public class OffscreenRenderer extends LayerRenderer { int shader; int hPos; - //int hTex; + int hTex; int hTexColor; - - //int hScreen; int hPixel; public void enable(boolean on) { @@ -197,7 +165,6 @@ public class OffscreenRenderer extends LayerRenderer { initialized = true; } mRenderer.update(viewport); - //log.debug(">>> ist ready " + mRenderer.isReady()); setReady(mRenderer.isReady()); } @@ -214,28 +181,21 @@ public class OffscreenRenderer extends LayerRenderer { GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_COLOR_BUFFER_BIT); //GL.glClear(GL20.GL_DEPTH_BUFFER_BIT); - GLUtils.checkGlError("-----"); ((S3DBRenderer) mRenderer).render2(viewport); - GLUtils.checkGlError("----"); GL.glViewport(0, 0, (int) viewport.getWidth(), (int) viewport.getHeight()); GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); - GLUtils.checkGlError("--"); - GLState.useProgram(shader); - GLUtils.checkGlError("-0"); // bind the framebuffer texture - //GL.glActiveTexture(GL20.GL_TEXTURE1); - //GLUtils.checkGlError("-1"); - - //GLState.bindTex2D(renderDepth); - //GL.glUniform1i(hTex, 1); - //GLUtils.checkGlError("-2"); - - GL.glActiveTexture(GL20.GL_TEXTURE0); + if (useDepthTexture) { + GL.glActiveTexture(GL20.GL_TEXTURE1); + GLState.bindTex2D(renderDepth); + GL.glUniform1i(hTex, 1); + GL.glActiveTexture(GL20.GL_TEXTURE0); + } GLState.bindTex2D(renderTex); GL.glUniform1i(hTexColor, 0); @@ -245,12 +205,12 @@ public class OffscreenRenderer extends LayerRenderer { GL.glUniform2f(hPixel, (float) (1.0 / texW * 0.5), (float) (1.0 / texH * 0.5)); GLState.enableVertexArrays(hPos, -1); - GLUtils.checkGlError("-3"); GLState.test(false, false); GLState.blend(true); GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4); - GLUtils.checkGlError("-4"); + + GLUtils.checkGlError("...."); //GL.glDepthRangef(1, -1); //GL.glClearDepthf(1); From a7897427a372f06e1f4ef31c8677c6ff1b391cdf Mon Sep 17 00:00:00 2001 From: Hannes Janetzek <hannes.janetzek@gmail.com> Date: Fri, 21 Mar 2014 00:38:07 +0100 Subject: [PATCH 4/5] wrap Offscreen renderer in S3DB/BuildingLayer --- .../oscim/android/test/S3DBMapActivity.java | 15 ++-- .../org/oscim/layers/tile/s3db/S3DBLayer.java | 19 ++--- .../layers/tile/vector/BuildingLayer.java | 28 ++++++-- .../org/oscim/renderer/OffscreenRenderer.java | 72 ++++++------------- 4 files changed, 63 insertions(+), 71 deletions(-) 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 8d234ac0..5ee41e64 100644 --- a/vtm-android-example/src/org/oscim/android/test/S3DBMapActivity.java +++ b/vtm-android-example/src/org/oscim/android/test/S3DBMapActivity.java @@ -1,10 +1,8 @@ package org.oscim.android.test; import org.oscim.android.cache.TileCache; -import org.oscim.layers.GenericLayer; import org.oscim.layers.tile.TileLayer; import org.oscim.layers.tile.s3db.S3DBLayer; -import org.oscim.renderer.OffscreenRenderer; import org.oscim.theme.VtmThemes; import org.oscim.tiling.TileSource; import org.oscim.tiling.source.oscimap4.OSciMap4TileSource; @@ -20,6 +18,7 @@ public class S3DBMapActivity extends BaseMapActivity { super.onCreate(savedInstanceState); mMap.setTheme(VtmThemes.DEFAULT); + //mMap.setTheme(VtmThemes.TRONRENDER); //mMap.setTheme(VtmThemes.OSMARENDER); @@ -31,13 +30,15 @@ public class S3DBMapActivity extends BaseMapActivity { ts.setCache(mS3dbCache); } TileLayer tl = new S3DBLayer(mMap, ts); - OffscreenRenderer or = new OffscreenRenderer(mMap.getWidth(), - mMap.getHeight()); - or.setRenderer(tl.getRenderer()); + //OffscreenRenderer or = new OffscreenRenderer(mMap.getWidth(), + // mMap.getHeight()); + //or.setRenderer(tl.getRenderer()); mMap.layers().add(tl); - mMap.layers().add(new GenericLayer(mMap, or)); - 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/src/org/oscim/layers/tile/s3db/S3DBLayer.java b/vtm/src/org/oscim/layers/tile/s3db/S3DBLayer.java index 4f7db87a..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; @@ -41,25 +42,27 @@ public class S3DBLayer extends TileLayer { 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); - } - - public synchronized void render2(GLViewport v) { - mExtRenderer.render2(v); + or.render(v); + //mExtRenderer.render(v); } } @@ -101,7 +104,7 @@ public class S3DBLayer extends TileLayer { return Color.LTGRAY; if ("transparent" == color) - return Color.get(128, 128, 128, 128); + return Color.get(0, 1, 1, 1); Integer css = ColorsCSS.get(color); 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/OffscreenRenderer.java b/vtm/src/org/oscim/renderer/OffscreenRenderer.java index cdb0ebe3..839f5ee3 100644 --- a/vtm/src/org/oscim/renderer/OffscreenRenderer.java +++ b/vtm/src/org/oscim/renderer/OffscreenRenderer.java @@ -3,7 +3,6 @@ package org.oscim.renderer; import java.nio.IntBuffer; import org.oscim.backend.GL20; -import org.oscim.layers.tile.s3db.S3DBLayer.S3DBRenderer; import org.slf4j.Logger; import org.slf4j.LoggerFactory; @@ -11,31 +10,15 @@ public class OffscreenRenderer extends LayerRenderer { final static Logger log = LoggerFactory.getLogger(OffscreenRenderer.class); int fb; - //int depthRb; int renderTex; int renderDepth; - int texW; - int texH; - - public OffscreenRenderer(int w, int h) { - texW = w; - texH = h; - } - - int nearestPowerOf2(int x) { - --x; - x |= x >> 1; - x |= x >> 2; - x |= x >> 4; - x |= x >> 8; - x |= x >> 16; - return ++x; - } + int texW = -1; + int texH = -1; boolean initialized; - private boolean useDepthTexture = true; + private boolean useDepthTexture = false; protected boolean setup1(GLViewport viewport) { IntBuffer buf = MapRenderer.getIntBuffer(1); @@ -50,11 +33,12 @@ public class OffscreenRenderer extends LayerRenderer { 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.checkGlError("0"); GLUtils.setTextureParameter(GL20.GL_NEAREST, GL20.GL_NEAREST, @@ -69,8 +53,7 @@ public class OffscreenRenderer extends LayerRenderer { GL20.GL_COLOR_ATTACHMENT0, GL20.GL_TEXTURE_2D, renderTex, 0); - - GLUtils.checkGlError("00"); + GLUtils.checkGlError("1"); if (useDepthTexture) { buf.clear(); @@ -81,16 +64,17 @@ public class OffscreenRenderer extends LayerRenderer { GL20.GL_NEAREST, GL20.GL_CLAMP_TO_EDGE, GL20.GL_CLAMP_TO_EDGE); - GLUtils.checkGlError("1"); - GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_DEPTH_COMPONENT, - texW, texH, 0, GL20.GL_DEPTH_COMPONENT, + GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0, + GL20.GL_DEPTH_COMPONENT, + texW, texH, 0, + GL20.GL_DEPTH_COMPONENT, GL20.GL_UNSIGNED_SHORT, null); - GLUtils.checkGlError("11 " + texW + " / " + texH); - - GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_DEPTH_ATTACHMENT, - GL20.GL_TEXTURE_2D, renderDepth, 0); + GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, + GL20.GL_DEPTH_ATTACHMENT, + GL20.GL_TEXTURE_2D, + renderDepth, 0); } else { buf.clear(); GL.glGenRenderbuffers(1, buf); @@ -108,14 +92,14 @@ public class OffscreenRenderer extends LayerRenderer { depthRenderbuffer); } - GLUtils.checkGlError("111"); + 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); + log.debug("invalid framebuffer! " + status); return false; } @@ -159,7 +143,7 @@ public class OffscreenRenderer extends LayerRenderer { } @Override - protected void update(GLViewport viewport) { + public void update(GLViewport viewport) { if (!initialized) { setup1(viewport); initialized = true; @@ -169,21 +153,15 @@ public class OffscreenRenderer extends LayerRenderer { } @Override - protected void render(GLViewport viewport) { + public void render(GLViewport viewport) { //begin(); GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb); GL.glViewport(0, 0, texW, texH); GL.glDepthMask(true); - //GL.glViewport(0, 0, this.texW, this.texH); GL.glClearColor(0, 0, 0, 0); - //GL.glDepthRangef(0, 1); - //GL.glClearDepthf(1); GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_COLOR_BUFFER_BIT); - //GL.glClear(GL20.GL_DEPTH_BUFFER_BIT); - ((S3DBRenderer) mRenderer).render2(viewport); - - GL.glViewport(0, 0, (int) viewport.getWidth(), (int) viewport.getHeight()); + mRenderer.render(viewport); GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); @@ -201,21 +179,15 @@ public class OffscreenRenderer extends LayerRenderer { MapRenderer.bindQuadVertexVBO(hPos, true); - //GL.glUniform2f(hScreen, texW, texH); - GL.glUniform2f(hPixel, (float) (1.0 / texW * 0.5), (float) (1.0 / texH * 0.5)); + GL.glUniform2f(hPixel, + (float) (1.0 / texW * 0.5), + (float) (1.0 / texH * 0.5)); GLState.enableVertexArrays(hPos, -1); GLState.test(false, false); GLState.blend(true); GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4); - GLUtils.checkGlError("...."); - - //GL.glDepthRangef(1, -1); - //GL.glClearDepthf(1); - - //GL.glActiveTexture(GL20.GL_TEXTURE1); - } } From a6df240b8b716444d43ab2f68101a91fd2da0f60 Mon Sep 17 00:00:00 2001 From: Hannes Janetzek <hannes.janetzek@gmail.com> Date: Sat, 22 Mar 2014 04:31:20 +0100 Subject: [PATCH 5/5] use GLShader for OffscreenRenderer --- vtm/src/org/oscim/renderer/MapRenderer.java | 1 + .../org/oscim/renderer/OffscreenRenderer.java | 64 ++++++++++--------- 2 files changed, 35 insertions(+), 30 deletions(-) diff --git a/vtm/src/org/oscim/renderer/MapRenderer.java b/vtm/src/org/oscim/renderer/MapRenderer.java index cc9c17a0..f72e6734 100644 --- a/vtm/src/org/oscim/renderer/MapRenderer.java +++ b/vtm/src/org/oscim/renderer/MapRenderer.java @@ -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 index 839f5ee3..8d3fa863 100644 --- a/vtm/src/org/oscim/renderer/OffscreenRenderer.java +++ b/vtm/src/org/oscim/renderer/OffscreenRenderer.java @@ -20,7 +20,20 @@ public class OffscreenRenderer extends LayerRenderer { private boolean useDepthTexture = false; - protected boolean setup1(GLViewport viewport) { + 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(); @@ -102,26 +115,17 @@ public class OffscreenRenderer extends LayerRenderer { log.debug("invalid framebuffer! " + status); return false; } - - //shader = GLShader.createProgram(vShader, fShader); - //shader = GLShader.createProgram(vShader, fSSAO); - //shader = GLShader.createProgram(vShader, fShaderFXAA); - //shader = GLShader.loadShader("post_fxaa"); - shader = GLShader.loadShader("post_combined"); - - hTex = GL.glGetUniformLocation(shader, "u_tex"); - hTexColor = GL.glGetUniformLocation(shader, "u_texColor"); - hPixel = GL.glGetUniformLocation(shader, "u_pixel"); - hPos = GL.glGetAttribLocation(shader, "a_pos"); - return true; } - int shader; - int hPos; - int hTex; - int hTexColor; - int hPixel; + 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) @@ -144,17 +148,15 @@ public class OffscreenRenderer extends LayerRenderer { @Override public void update(GLViewport viewport) { - if (!initialized) { - setup1(viewport); - initialized = true; - } + if (texW != viewport.getWidth() || texH != viewport.getHeight()) + setupFBO(viewport); + mRenderer.update(viewport); setReady(mRenderer.isReady()); } @Override public void render(GLViewport viewport) { - //begin(); GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb); GL.glViewport(0, 0, texW, texH); GL.glDepthMask(true); @@ -165,25 +167,27 @@ public class OffscreenRenderer extends LayerRenderer { GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); - GLState.useProgram(shader); + Shader s = shaders[0]; + s.useProgram(); - // bind the framebuffer texture + /* bind depth texture */ if (useDepthTexture) { GL.glActiveTexture(GL20.GL_TEXTURE1); GLState.bindTex2D(renderDepth); - GL.glUniform1i(hTex, 1); + GL.glUniform1i(s.uTexDepth, 1); GL.glActiveTexture(GL20.GL_TEXTURE0); } + /* bind color texture */ GLState.bindTex2D(renderTex); - GL.glUniform1i(hTexColor, 0); + GL.glUniform1i(s.uTexColor, 0); - MapRenderer.bindQuadVertexVBO(hPos, true); + MapRenderer.bindQuadVertexVBO(s.aPos, true); - GL.glUniform2f(hPixel, + GL.glUniform2f(s.uPixel, (float) (1.0 / texW * 0.5), (float) (1.0 / texH * 0.5)); - GLState.enableVertexArrays(hPos, -1); + GLState.enableVertexArrays(s.aPos, -1); GLState.test(false, false); GLState.blend(true);