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); +} +ยง +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" - }