fx: combined ssao/fxaa shader

- rename and update shaders
This commit is contained in:
Hannes Janetzek 2014-03-21 00:49:48 +01:00
parent cc95c485ce
commit d90a0e9475
6 changed files with 477 additions and 186 deletions

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@ -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));
}

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@ -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;
//}

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@ -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;
}

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@ -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);
}

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@ -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 */

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@ -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);