package org.oscim.renderer;
import static org.oscim.backend.GLAdapter.gl;
import java.nio.IntBuffer;
import org.oscim.backend.GL;
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, LayerRenderer renderer) {
this.mode = mode;
if (mode == Mode.SSAO || mode == Mode.SSAO_FXAA)
useDepthTexture = true;
setRenderer(renderer);
}
protected boolean setupFBO(GLViewport viewport) {
IntBuffer buf = MapRenderer.getIntBuffer(1);
texW = (int) viewport.getWidth();
texH = (int) viewport.getHeight();
gl.genFramebuffers(1, buf);
fb = buf.get(0);
buf.clear();
gl.genTextures(1, buf);
renderTex = buf.get(0);
GLUtils.checkGlError("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("1");
if (useDepthTexture) {
buf.clear();
gl.genTextures(1, buf);
renderDepth = buf.get(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 {
buf.clear();
gl.genRenderbuffers(1, buf);
int depthRenderbuffer = buf.get(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("2");
int status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);
gl.bindFramebuffer(GL.FRAMEBUFFER, 0);
gl.bindTexture(GL.TEXTURE_2D, 0);
if (status != GL.FRAMEBUFFER_COMPLETE) {
log.debug("invalid framebuffer! " + status);
return false;
}
return true;
}
public void enable(boolean on) {
if (on)
gl.bindFramebuffer(GL.FRAMEBUFFER, fb);
else
gl.bindFramebuffer(GL.FRAMEBUFFER, 0);
}
public void begin() {
gl.bindFramebuffer(GL.FRAMEBUFFER, 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) {
gl.bindFramebuffer(GL.FRAMEBUFFER, fb);
gl.viewport(0, 0, texW, texH);
gl.depthMask(true);
GLState.setClearColor(mClearColor);
gl.clear(GL.DEPTH_BUFFER_BIT | GL.COLOR_BUFFER_BIT);
mRenderer.render(viewport);
gl.bindFramebuffer(GL.FRAMEBUFFER, 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);
gl.drawArrays(GL.TRIANGLE_STRIP, 0, 4);
GLUtils.checkGlError("....");
}
}