
org.oscim.renderer.OffscreenRenderer Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of vtm Show documentation
Show all versions of vtm Show documentation
OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.
/*
* Copyright 2014 Hannes Janetzek
* Copyright 2019 Gustl22
*
* This file is part of the OpenScienceMap project (http://www.opensciencemap.org).
*
* 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 .
*/
package org.oscim.renderer;
import org.oscim.backend.GL;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import static org.oscim.backend.GLAdapter.gl;
public class OffscreenRenderer extends LayerRenderer {
static final Logger log = LoggerFactory.getLogger(OffscreenRenderer.class);
public enum Mode {
FXAA, // Fast Approximate Anti-Aliasing
SSAO, // Screen Space Ambient Occlusion
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, LayerRenderer renderer) {
this.mode = mode;
if (mode == Mode.SSAO || mode == Mode.SSAO_FXAA)
useDepthTexture = true;
setRenderer(renderer);
}
protected boolean setupFBO(GLViewport viewport) {
texW = (int) viewport.getWidth();
texH = (int) viewport.getHeight();
fb = GLUtils.glGenFrameBuffers(1)[0];
renderTex = GLUtils.glGenTextures(1)[0];
GLUtils.checkGlError(getClass().getName() + ": 0");
gl.bindFramebuffer(GL.FRAMEBUFFER, fb);
// generate color texture
gl.bindTexture(GL.TEXTURE_2D, renderTex);
GLUtils.setTextureParameter(
GL.LINEAR,
GL.LINEAR,
//GL20.NEAREST,
//GL20.NEAREST,
GL.CLAMP_TO_EDGE,
GL.CLAMP_TO_EDGE);
gl.texImage2D(GL.TEXTURE_2D, 0,
GL.RGBA, texW, texH, 0, GL.RGBA,
GL.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(GL.FRAMEBUFFER,
GL.COLOR_ATTACHMENT0,
GL.TEXTURE_2D,
renderTex, 0);
GLUtils.checkGlError(getClass().getName() + ": 1");
if (useDepthTexture) {
renderDepth = GLUtils.glGenTextures(1)[0];
gl.bindTexture(GL.TEXTURE_2D, renderDepth);
GLUtils.setTextureParameter(GL.NEAREST,
GL.NEAREST,
GL.CLAMP_TO_EDGE,
GL.CLAMP_TO_EDGE);
gl.texImage2D(GL.TEXTURE_2D, 0,
GL.DEPTH_COMPONENT,
texW, texH, 0,
GL.DEPTH_COMPONENT,
GL.UNSIGNED_SHORT, null);
gl.framebufferTexture2D(GL.FRAMEBUFFER,
GL.DEPTH_ATTACHMENT,
GL.TEXTURE_2D,
renderDepth, 0);
} else {
int depthRenderbuffer = GLUtils.glGenRenderBuffers(1)[0];
gl.bindRenderbuffer(GL.RENDERBUFFER, depthRenderbuffer);
gl.renderbufferStorage(GL.RENDERBUFFER,
GL.DEPTH_COMPONENT16,
texW, texH);
gl.framebufferRenderbuffer(GL.FRAMEBUFFER,
GL.DEPTH_ATTACHMENT,
GL.RENDERBUFFER,
depthRenderbuffer);
}
GLUtils.checkGlError(getClass().getName() + ": 2");
int status = GLUtils.checkFramebufferStatus(getClass().getName());
gl.bindFramebuffer(GL.FRAMEBUFFER, 0);
gl.bindTexture(GL.TEXTURE_2D, 0);
return status == GL.FRAMEBUFFER_COMPLETE;
}
public void enable(boolean on) {
if (on)
GLState.bindFramebuffer(fb);
else
GLState.bindFramebuffer(0);
}
public void begin() {
GLState.bindFramebuffer(fb);
gl.depthMask(true);
gl.clear(GL.DEPTH_BUFFER_BIT);
}
LayerRenderer mRenderer;
public void setRenderer(LayerRenderer renderer) {
mRenderer = renderer;
}
@Override
public boolean setup() {
mRenderer.setup();
return super.setup();
}
@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) {
GLState.bindFramebuffer(fb);
GLState.viewport(texW, texH);
gl.depthMask(true);
GLState.setClearColor(mClearColor); // FIXME SHADOW remove to use default clear color
gl.clear(GL.DEPTH_BUFFER_BIT | GL.COLOR_BUFFER_BIT);
mRenderer.render(viewport);
GLState.bindFramebuffer(0);
mShader.useProgram();
/* bind depth texture */
if (useDepthTexture) {
gl.activeTexture(GL.TEXTURE1);
GLState.bindTex2D(renderDepth);
gl.uniform1i(mShader.uTexDepth, 1);
gl.activeTexture(GL.TEXTURE0);
}
/* bind color texture */
GLState.bindTex2D(renderTex);
gl.uniform1i(mShader.uTexColor, 0);
MapRenderer.bindQuadVertexVBO(mShader.aPos);
gl.uniform2f(mShader.uPixel,
(float) (1.0 / texW * 0.5),
(float) (1.0 / texH * 0.5));
GLState.test(false, false);
GLState.blend(true);
// FIXME SHADOW to work with ShadowRenderer: gl.blendFunc(GL.ZERO, GL.SRC_COLOR);
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
GLUtils.checkGlError(getClass().getName() + ": render() end");
}
}
© 2015 - 2025 Weber Informatics LLC | Privacy Policy