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/*
* 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");
}
}