vtm/vtm/src/org/oscim/renderer/OffscreenRenderer.java
Hannes Janetzek a8662d4dce s3db: disable postprocess mode
- seems old mali having issues with dependent texture reads..
- add bypass shader for testing
2014-05-05 00:05:06 +02:00

224 lines
5.6 KiB
Java

package org.oscim.renderer;
import java.nio.IntBuffer;
import org.oscim.backend.GL20;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public class OffscreenRenderer extends LayerRenderer {
final static Logger log = LoggerFactory.getLogger(OffscreenRenderer.class);
public enum Mode {
FXAA,
SSAO,
SSAO_FXAA,
BYPASS
}
int fb;
int renderTex;
int renderDepth;
int texW = -1;
int texH = -1;
boolean initialized;
private float[] mClearColor = { 0, 0, 0, 0 };
private boolean useDepthTexture = false;
private Shader mShader;
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");
}
}
public final Mode mode;
public OffscreenRenderer(Mode mode) {
this.mode = mode;
}
protected boolean setupFBO(GLViewport viewport) {
IntBuffer buf = MapRenderer.getIntBuffer(1);
texW = (int) viewport.getWidth();
texH = (int) viewport.getHeight();
GL.glGenFramebuffers(1, buf);
fb = buf.get(0);
buf.clear();
GL.glGenTextures(1, buf);
renderTex = buf.get(0);
GLUtils.checkGlError("0");
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
// generate color texture
GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex);
GLUtils.setTextureParameter(
GL20.GL_LINEAR,
GL20.GL_LINEAR,
//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,
GL20.GL_UNSIGNED_BYTE, null);
GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
GL20.GL_COLOR_ATTACHMENT0,
GL20.GL_TEXTURE_2D,
renderTex, 0);
GLUtils.checkGlError("1");
if (useDepthTexture) {
buf.clear();
GL.glGenTextures(1, buf);
renderDepth = buf.get(0);
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);
GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0,
GL20.GL_DEPTH_COMPONENT,
texW, texH, 0,
GL20.GL_DEPTH_COMPONENT,
GL20.GL_UNSIGNED_SHORT, null);
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("2");
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;
}
return true;
}
static void init(GL20 gl20) {
GL = gl20;
}
public void enable(boolean on) {
if (on)
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
else
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
}
public void begin() {
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
GL.glDepthMask(true);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
}
LayerRenderer mRenderer;
public void setRenderer(LayerRenderer renderer) {
mRenderer = renderer;
}
@Override
public void update(GLViewport viewport) {
if (texW != viewport.getWidth() || texH != viewport.getHeight()) {
setupFBO(viewport);
switch (mode) {
case FXAA:
mShader = new Shader("post_fxaa");
break;
case SSAO:
mShader = new Shader("post_ssao");
break;
case SSAO_FXAA:
mShader = new Shader("post_combined");
break;
case BYPASS:
mShader = new Shader("post_bypass");
break;
}
}
mRenderer.update(viewport);
setReady(mRenderer.isReady());
}
@Override
public void render(GLViewport viewport) {
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
GL.glViewport(0, 0, texW, texH);
GL.glDepthMask(true);
GLState.setClearColor(mClearColor);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_COLOR_BUFFER_BIT);
mRenderer.render(viewport);
GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
mShader.useProgram();
/* bind depth texture */
if (useDepthTexture) {
GL.glActiveTexture(GL20.GL_TEXTURE1);
GLState.bindTex2D(renderDepth);
GL.glUniform1i(mShader.uTexDepth, 1);
GL.glActiveTexture(GL20.GL_TEXTURE0);
}
/* bind color texture */
GLState.bindTex2D(renderTex);
GL.glUniform1i(mShader.uTexColor, 0);
MapRenderer.bindQuadVertexVBO(mShader.aPos, true);
GL.glUniform2f(mShader.uPixel,
(float) (1.0 / texW * 0.5),
(float) (1.0 / texH * 0.5));
GLState.enableVertexArrays(mShader.aPos, -1);
GLState.test(false, false);
GLState.blend(true);
GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
GLUtils.checkGlError("....");
}
}