139 lines
4.5 KiB
Java
139 lines
4.5 KiB
Java
/*
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* Copyright 2012, 2013 Hannes Janetzek
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*
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* This program is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package org.oscim.renderer.sublayers;
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import org.oscim.backend.GL20;
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import org.oscim.backend.GLAdapter;
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import org.oscim.renderer.GLRenderer;
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import org.oscim.renderer.GLRenderer.Matrices;
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import org.oscim.renderer.GLState;
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import org.oscim.utils.GlUtils;
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// TODO merge with TextureRenderer
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public final class BitmapRenderer {
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//private final static String TAG = BitmapRenderer.class.getName();
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private static final GL20 GL = GLAdapter.INSTANCE;
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public final static boolean debug = true;
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private static int mTextureProgram;
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private static int hTextureMVMatrix;
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private static int hTextureProjMatrix;
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private static int hTextureVertex;
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private static int hTextureScale;
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private static int hTextureScreenScale;
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private static int hTextureTexCoord;
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public final static int INDICES_PER_SPRITE = 6;
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final static int VERTICES_PER_SPRITE = 4;
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final static int SHORTS_PER_VERTICE = 6;
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static void init() {
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mTextureProgram = GlUtils.createProgram(textVertexShader,
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textFragmentShader);
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hTextureMVMatrix = GL.glGetUniformLocation(mTextureProgram, "u_mv");
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hTextureProjMatrix = GL.glGetUniformLocation(mTextureProgram, "u_proj");
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hTextureScale = GL.glGetUniformLocation(mTextureProgram, "u_scale");
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hTextureScreenScale = GL.glGetUniformLocation(mTextureProgram, "u_swidth");
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hTextureVertex = GL.glGetAttribLocation(mTextureProgram, "vertex");
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hTextureTexCoord = GL.glGetAttribLocation(mTextureProgram, "tex_coord");
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}
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public static Layer draw(Layer layer, float scale, Matrices m) {
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GLState.test(false, false);
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GLState.blend(true);
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GLState.useProgram(mTextureProgram);
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GLState.enableVertexArrays(hTextureTexCoord, hTextureVertex);
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TextureLayer tl = (TextureLayer) layer;
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if (tl.fixed)
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GL.glUniform1f(hTextureScale, (float) Math.sqrt(scale));
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else
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GL.glUniform1f(hTextureScale, 1);
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GL.glUniform1f(hTextureScreenScale, 1f / GLRenderer.screenWidth);
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m.proj.setAsUniform(hTextureProjMatrix);
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m.mvp.setAsUniform(hTextureMVMatrix);
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GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, GLRenderer.mQuadIndicesID);
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for (TextureItem ti = tl.textures; ti != null; ti = ti.next) {
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//Log.d(TAG, "render texture " + ti.id);
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GL.glBindTexture(GL20.GL_TEXTURE_2D, ti.id);
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int maxVertices = GLRenderer.maxQuads * INDICES_PER_SPRITE;
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// draw up to maxVertices in each iteration
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for (int i = 0; i < ti.vertices; i += maxVertices) {
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// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
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int off = (ti.offset + i) * 8 + tl.offset;
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GL.glVertexAttribPointer(hTextureVertex, 4,
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GL20.GL_SHORT, false, 12, off);
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GL.glVertexAttribPointer(hTextureTexCoord, 2,
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GL20.GL_SHORT, false, 12, off + 8);
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int numVertices = ti.vertices - i;
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if (numVertices > maxVertices)
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numVertices = maxVertices;
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GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
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GL20.GL_UNSIGNED_SHORT, 0);
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}
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}
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GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
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return layer.next;
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}
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//private final static double TEX_COORD_DIV = 1.0 / (1024 * COORD_SCALE);
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//private final static double COORD_DIV = 1.0 / GLRenderer.COORD_SCALE;
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private final static String textVertexShader = ""
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+ "precision mediump float; "
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+ "attribute vec4 vertex;"
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+ "attribute vec2 tex_coord;"
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+ "uniform mat4 u_mv;"
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+ "uniform mat4 u_proj;"
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+ "uniform float u_scale;"
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+ "uniform float u_swidth;"
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+ "varying vec2 tex_c;"
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//+ "const vec2 div = vec2(" + TEX_COORD_DIV + "," + TEX_COORD_DIV + ");"
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//+ "const float coord_scale = " + COORD_DIV + ";"
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+ "void main() {"
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+ " gl_Position = u_mv * vec4(vertex.xy, 0.0, 1.0);"
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+ " tex_c = tex_coord;" // * div;"
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+ "}";
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private final static String textFragmentShader = ""
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+ "precision mediump float;"
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+ "uniform sampler2D tex;"
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+ "varying vec2 tex_c;"
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+ "void main() {"
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+ " gl_FragColor = texture2D(tex, tex_c.xy);"
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+ "}";
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}
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