- seems old mali having issues with dependent texture reads.. - add bypass shader for testing
224 lines
5.6 KiB
Java
224 lines
5.6 KiB
Java
package org.oscim.renderer;
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import java.nio.IntBuffer;
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import org.oscim.backend.GL20;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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public class OffscreenRenderer extends LayerRenderer {
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final static Logger log = LoggerFactory.getLogger(OffscreenRenderer.class);
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public enum Mode {
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FXAA,
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SSAO,
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SSAO_FXAA,
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BYPASS
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}
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int fb;
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int renderTex;
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int renderDepth;
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int texW = -1;
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int texH = -1;
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boolean initialized;
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private float[] mClearColor = { 0, 0, 0, 0 };
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private boolean useDepthTexture = false;
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private Shader mShader;
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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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public final Mode mode;
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public OffscreenRenderer(Mode mode) {
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this.mode = mode;
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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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texH = (int) viewport.getHeight();
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GL.glGenFramebuffers(1, buf);
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fb = buf.get(0);
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buf.clear();
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GL.glGenTextures(1, buf);
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renderTex = buf.get(0);
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GLUtils.checkGlError("0");
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
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// generate color texture
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GL.glBindTexture(GL20.GL_TEXTURE_2D, renderTex);
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GLUtils.setTextureParameter(
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GL20.GL_LINEAR,
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GL20.GL_LINEAR,
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//GL20.GL_NEAREST,
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//GL20.GL_NEAREST,
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GL20.GL_CLAMP_TO_EDGE,
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GL20.GL_CLAMP_TO_EDGE);
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GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0,
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GL20.GL_RGBA, texW, texH, 0, GL20.GL_RGBA,
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GL20.GL_UNSIGNED_BYTE, null);
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GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
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GL20.GL_COLOR_ATTACHMENT0,
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GL20.GL_TEXTURE_2D,
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renderTex, 0);
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GLUtils.checkGlError("1");
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if (useDepthTexture) {
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buf.clear();
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GL.glGenTextures(1, buf);
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renderDepth = buf.get(0);
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GL.glBindTexture(GL20.GL_TEXTURE_2D, renderDepth);
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GLUtils.setTextureParameter(GL20.GL_NEAREST,
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GL20.GL_NEAREST,
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GL20.GL_CLAMP_TO_EDGE,
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GL20.GL_CLAMP_TO_EDGE);
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GL.glTexImage2D(GL20.GL_TEXTURE_2D, 0,
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GL20.GL_DEPTH_COMPONENT,
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texW, texH, 0,
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GL20.GL_DEPTH_COMPONENT,
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GL20.GL_UNSIGNED_SHORT, null);
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GL.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
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GL20.GL_DEPTH_ATTACHMENT,
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GL20.GL_TEXTURE_2D,
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renderDepth, 0);
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} else {
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buf.clear();
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GL.glGenRenderbuffers(1, buf);
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int depthRenderbuffer = buf.get(0);
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GL.glBindRenderbuffer(GL20.GL_RENDERBUFFER, depthRenderbuffer);
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GL.glRenderbufferStorage(GL20.GL_RENDERBUFFER,
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GL20.GL_DEPTH_COMPONENT16,
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texW, texH);
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GL.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER,
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GL20.GL_DEPTH_ATTACHMENT,
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GL20.GL_RENDERBUFFER,
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depthRenderbuffer);
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}
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GLUtils.checkGlError("2");
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int status = GL.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER);
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
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GL.glBindTexture(GL20.GL_TEXTURE_2D, 0);
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if (status != GL20.GL_FRAMEBUFFER_COMPLETE) {
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log.debug("invalid framebuffer! " + status);
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return false;
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}
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return true;
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}
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static void init(GL20 gl20) {
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GL = gl20;
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}
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public void enable(boolean on) {
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if (on)
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
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else
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
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}
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public void begin() {
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb);
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GL.glDepthMask(true);
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GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
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}
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LayerRenderer mRenderer;
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public void setRenderer(LayerRenderer renderer) {
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mRenderer = renderer;
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}
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@Override
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public void update(GLViewport viewport) {
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if (texW != viewport.getWidth() || texH != viewport.getHeight()) {
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setupFBO(viewport);
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switch (mode) {
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case FXAA:
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mShader = new Shader("post_fxaa");
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break;
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case SSAO:
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mShader = new Shader("post_ssao");
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break;
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case SSAO_FXAA:
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mShader = new Shader("post_combined");
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break;
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case BYPASS:
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mShader = new Shader("post_bypass");
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break;
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}
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}
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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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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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GLState.setClearColor(mClearColor);
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GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_COLOR_BUFFER_BIT);
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mRenderer.render(viewport);
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GL.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
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mShader.useProgram();
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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(mShader.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(mShader.uTexColor, 0);
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MapRenderer.bindQuadVertexVBO(mShader.aPos, true);
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GL.glUniform2f(mShader.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(mShader.aPos, -1);
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GLState.test(false, false);
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GLState.blend(true);
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GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
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GLUtils.checkGlError("....");
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}
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}
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