use GLShader for OffscreenRenderer
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a7897427a3
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@ -320,6 +320,7 @@ public class MapRenderer {
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GLState.init(GL);
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GLUtils.init(GL);
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GLShader.init(GL);
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OffscreenRenderer.init(GL);
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// Set up some vertex buffer objects
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BufferObject.init(GL, 200);
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@ -20,7 +20,20 @@ public class OffscreenRenderer extends LayerRenderer {
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private boolean useDepthTexture = false;
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protected boolean setup1(GLViewport viewport) {
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static class Shader extends GLShader {
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int aPos, uTexDepth, uTexColor, uPixel;
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Shader(String shaderFile) {
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if (!create(shaderFile))
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return;
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aPos = getAttrib("a_pos");
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uTexColor = getUniform("u_texColor");
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uTexDepth = getUniform("u_tex");
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uPixel = getUniform("u_pixel");
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}
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}
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protected boolean setupFBO(GLViewport viewport) {
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IntBuffer buf = MapRenderer.getIntBuffer(1);
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texW = (int) viewport.getWidth();
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@ -102,26 +115,17 @@ public class OffscreenRenderer extends LayerRenderer {
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log.debug("invalid framebuffer! " + status);
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return false;
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}
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//shader = GLShader.createProgram(vShader, fShader);
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//shader = GLShader.createProgram(vShader, fSSAO);
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//shader = GLShader.createProgram(vShader, fShaderFXAA);
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//shader = GLShader.loadShader("post_fxaa");
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shader = GLShader.loadShader("post_combined");
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hTex = GL.glGetUniformLocation(shader, "u_tex");
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hTexColor = GL.glGetUniformLocation(shader, "u_texColor");
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hPixel = GL.glGetUniformLocation(shader, "u_pixel");
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hPos = GL.glGetAttribLocation(shader, "a_pos");
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return true;
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}
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int shader;
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int hPos;
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int hTex;
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int hTexColor;
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int hPixel;
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static void init(GL20 gl20) {
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GL = gl20;
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shaders[0] = new Shader("post_fxaa");
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shaders[1] = new Shader("post_ssao");
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shaders[2] = new Shader("post_combined");
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}
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static Shader[] shaders = new Shader[3];
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public void enable(boolean on) {
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if (on)
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@ -144,17 +148,15 @@ public class OffscreenRenderer extends LayerRenderer {
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@Override
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public void update(GLViewport viewport) {
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if (!initialized) {
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setup1(viewport);
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initialized = true;
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}
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if (texW != viewport.getWidth() || texH != viewport.getHeight())
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setupFBO(viewport);
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mRenderer.update(viewport);
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setReady(mRenderer.isReady());
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}
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@Override
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public void render(GLViewport viewport) {
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//begin();
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
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GL.glViewport(0, 0, texW, texH);
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GL.glDepthMask(true);
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@ -165,25 +167,27 @@ public class OffscreenRenderer extends LayerRenderer {
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
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GLState.useProgram(shader);
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Shader s = shaders[0];
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s.useProgram();
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// bind the framebuffer texture
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/* bind depth texture */
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if (useDepthTexture) {
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GL.glActiveTexture(GL20.GL_TEXTURE1);
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GLState.bindTex2D(renderDepth);
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GL.glUniform1i(hTex, 1);
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GL.glUniform1i(s.uTexDepth, 1);
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GL.glActiveTexture(GL20.GL_TEXTURE0);
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}
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/* bind color texture */
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GLState.bindTex2D(renderTex);
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GL.glUniform1i(hTexColor, 0);
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GL.glUniform1i(s.uTexColor, 0);
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MapRenderer.bindQuadVertexVBO(hPos, true);
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MapRenderer.bindQuadVertexVBO(s.aPos, true);
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GL.glUniform2f(hPixel,
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GL.glUniform2f(s.uPixel,
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(float) (1.0 / texW * 0.5),
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(float) (1.0 / texH * 0.5));
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GLState.enableVertexArrays(hPos, -1);
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GLState.enableVertexArrays(s.aPos, -1);
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GLState.test(false, false);
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GLState.blend(true);
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