use GLShader for OffscreenRenderer

This commit is contained in:
Hannes Janetzek 2014-03-22 04:31:20 +01:00
parent a7897427a3
commit a6df240b8b
2 changed files with 35 additions and 30 deletions

View File

@ -320,6 +320,7 @@ public class MapRenderer {
GLState.init(GL);
GLUtils.init(GL);
GLShader.init(GL);
OffscreenRenderer.init(GL);
// Set up some vertex buffer objects
BufferObject.init(GL, 200);

View File

@ -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);