vtm/src/org/oscim/renderer/TextureRenderer.java
Hannes Janetzek be748138ac - use Stencil instead of Depth for clipping test
to avoid drawing everything with polygonOffset
- add GLState.useProgram
2013-10-09 01:55:50 +02:00

179 lines
5.9 KiB
Java

/*
* Copyright 2012 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
* PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.renderer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.ShortBuffer;
import org.oscim.renderer.layer.Layer;
import org.oscim.renderer.layer.TextureLayer;
import org.oscim.utils.GlUtils;
import android.opengl.GLES20;
public final class TextureRenderer {
public final static boolean debug = false;
private static int mTextureProgram;
private static int hTextureMVMatrix;
private static int hTextureProjMatrix;
private static int hTextureVertex;
private static int hTextureScale;
private static int hTextureScreenScale;
private static int hTextureTexCoord;
private static int mIndicesVBO;
public final static int INDICES_PER_SPRITE = 6;
final static int VERTICES_PER_SPRITE = 4;
final static int SHORTS_PER_VERTICE = 6;
// per texture
private final static int MAX_ITEMS = 50;
static void init() {
mTextureProgram = GlUtils.createProgram(textVertexShader,
textFragmentShader);
hTextureMVMatrix = GLES20.glGetUniformLocation(mTextureProgram, "u_mv");
hTextureProjMatrix = GLES20.glGetUniformLocation(mTextureProgram, "u_proj");
hTextureScale = GLES20.glGetUniformLocation(mTextureProgram, "u_scale");
hTextureScreenScale = GLES20.glGetUniformLocation(mTextureProgram, "u_swidth");
hTextureVertex = GLES20.glGetAttribLocation(mTextureProgram, "vertex");
hTextureTexCoord = GLES20.glGetAttribLocation(mTextureProgram, "tex_coord");
int bufferSize = MAX_ITEMS * VERTICES_PER_SPRITE
* SHORTS_PER_VERTICE * (Short.SIZE / 8);
ByteBuffer buf = ByteBuffer.allocateDirect(bufferSize)
.order(ByteOrder.nativeOrder());
ShortBuffer mShortBuffer = buf.asShortBuffer();
// Setup triangle indices
short[] indices = new short[MAX_ITEMS * INDICES_PER_SPRITE];
int len = indices.length;
short j = 0;
for (int i = 0; i < len; i += INDICES_PER_SPRITE, j += VERTICES_PER_SPRITE) {
indices[i + 0] = (short) (j + 0);
indices[i + 1] = (short) (j + 1);
indices[i + 2] = (short) (j + 2);
indices[i + 3] = (short) (j + 2);
indices[i + 4] = (short) (j + 3);
indices[i + 5] = (short) (j + 0);
}
mShortBuffer.clear();
mShortBuffer.put(indices, 0, len);
mShortBuffer.flip();
int[] mVboIds = new int[1];
GLES20.glGenBuffers(1, mVboIds, 0);
mIndicesVBO = mVboIds[0];
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesVBO);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, len * (Short.SIZE / 8),
mShortBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public static Layer draw(Layer layer, float scale, float[] projection, float matrix[]) {
GLState.test(false, false);
GLES20.glEnable(GLES20.GL_BLEND);
// GlUtils.checkGlError("draw texture >");
GLState.useProgram(mTextureProgram);
GLState.enableVertexArrays(hTextureTexCoord, hTextureVertex);
TextureLayer tl = (TextureLayer) layer;
if (tl.fixed)
GLES20.glUniform1f(hTextureScale, (float) Math.sqrt(scale));
else
GLES20.glUniform1f(hTextureScale, 1);
GLES20.glUniform1f(hTextureScreenScale, 1f / GLRenderer.mWidth);
GLES20.glUniformMatrix4fv(hTextureProjMatrix, 1, false, projection, 0);
GLES20.glUniformMatrix4fv(hTextureMVMatrix, 1, false, matrix, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesVBO);
for (TextureObject to = tl.textures; to != null; to = to.next) {
//if (TextureRenderer.debug)
// Log.d("...", "draw texture: " + to.id + " " + to.offset + " " + to.vertices);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, to.id);
int maxVertices = MAX_ITEMS * INDICES_PER_SPRITE;
// can only draw MAX_ITEMS in each iteration
for (int i = 0; i < to.vertices; i += maxVertices) {
// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
int off = (to.offset + i) * 8 + tl.offset;
GLES20.glVertexAttribPointer(hTextureVertex, 4,
GLES20.GL_SHORT, false, 12, off);
GLES20.glVertexAttribPointer(hTextureTexCoord, 2,
GLES20.GL_SHORT, false, 12, off + 8);
int numVertices = to.vertices - i;
if (numVertices > maxVertices)
numVertices = maxVertices;
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numVertices,
GLES20.GL_UNSIGNED_SHORT, 0);
}
}
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
// GlUtils.checkGlError("< draw texture");
return layer.next;
}
private final static String textVertexShader = ""
+ "precision highp float; "
+ "attribute vec4 vertex;"
+ "attribute vec2 tex_coord;"
+ "uniform mat4 u_mv;"
+ "uniform mat4 u_proj;"
+ "uniform float u_scale;"
+ "uniform float u_swidth;"
+ "varying vec2 tex_c;"
+ "const vec2 div = vec2(1.0/2048.0,1.0/2048.0);"
+ "const float coord_scale = 0.125;"
+ "void main() {"
+ " vec4 pos;"
+ " if (mod(vertex.x, 2.0) == 0.0){"
+ " pos = u_proj * (u_mv * vec4(vertex.xy + vertex.zw * u_scale, 0.0, 1.0));"
+ " } else {" // place as billboard
+ " vec4 dir = u_mv * vec4(vertex.xy, 0.0, 1.0);"
+ " pos = u_proj * (dir + vec4(vertex.zw * (coord_scale * u_swidth), 0.1, 0.0));"
+ " }"
+ " gl_Position = pos;"
+ " tex_c = tex_coord * div;"
+ "}";
private final static String textFragmentShader = ""
+ "precision highp float;"
+ "uniform sampler2D tex;"
+ "varying vec2 tex_c;"
+ "void main() {"
+ " gl_FragColor = texture2D(tex, tex_c.xy);"
+ "}";
}