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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 040cd18c

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = null;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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    float mipmap=1.0f;
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    if( mBuffer!=null )
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      {
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      for (int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        mBuffer[i] = null;
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        }
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      mBuffer = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
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        numRenders += child1.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket==0 )
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            {
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            clonePostprocessingViewport(this);
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            }
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          else
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer);
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            numRenders += blitWithDepth(time, mBuffer[quality]);
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            mBuffer[quality].setAsOutputAndClear(time);
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            }
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          internalQuality = currQueue.getInternalQuality();
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          quality         = currQueue.getQuality();
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          bucketChange    = i;
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          }
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        mBuffer[quality].setAsOutput(time);
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        child1.drawNoBlend(time,mBuffer[quality]);
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        if( i==numChildren-1 )
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          {
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          for(int j=bucketChange; j<numChildren; j++)
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            {
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            child2 = children.get(j);
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            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
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            }
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          numRenders += currQueue.postprocess(mBuffer);
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          numRenders += blitWithDepth(time, mBuffer[quality]);
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          }
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        } // end postprocessed child case
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      lastQueue = currQueue;
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      lastBucket= currBucket;
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      } // end main for loop
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  ArrayList<DistortedNode> getChildren()
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    {
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    return mChildren;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public float getWidthCorrection()
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    {
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    return (float)mWidth/mRealWidth;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public float getHeightCorrection()
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    {
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    return (float)mHeight/mRealHeight;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Bind this Surface as a Framebuffer we can render to; always clear it's color bit.
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 *
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 * Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times
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 * per frame.
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 */
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  private void setAsOutputAndClear(long time)
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    {
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
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    mTime = time;    // have to do this otherwise on the next setAsOutput() we would clear
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
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 */
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  public int render(long time)
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    {
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    // change tree topology (attach and detach children)
448 889cce10 Leszek Koltunski
/*
449 42571056 Leszek Koltunski
    boolean changed1 =
450 889cce10 Leszek Koltunski
*/
451 efe3d8fe leszek
    DistortedMaster.toDo();
452 eadf0859 leszek
/*
453 42571056 Leszek Koltunski
    if( changed1 )
454 c204c69d leszek
      {
455
      for(int i=0; i<mNumChildren; i++)
456
        {
457 af27df87 leszek
        mChildren.get(i).debug(0);
458 c204c69d leszek
        }
459 af27df87 leszek
460 7691a39f leszek
      DistortedNode.debugMap();
461 c204c69d leszek
      }
462 eadf0859 leszek
*/
463 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
464
    // Watch out: FIRST change topology, only then deal
465
    // with OpenGL resources. That's because changing Tree
466
    // can result in additional Framebuffers that would need
467
    // to be created immediately, before the calls to drawRecursive()
468 42571056 Leszek Koltunski
/*
469
    boolean changed2 =
470
*/
471 f8377ef8 leszek
    toDo();
472 eadf0859 leszek
/*
473 42571056 Leszek Koltunski
    if( changed2 )
474 af27df87 leszek
      {
475 226144d0 leszek
      DistortedObject.debugLists();
476 42571056 Leszek Koltunski
      }
477 eadf0859 leszek
*/
478 c834348d leszek
    // mark OpenGL state as unknown
479
    DistortedRenderState.reset();
480 2ed1c692 leszek
481 b2939df4 Leszek Koltunski
    int numRenders=0;
482 7691a39f leszek
483 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
484 af4cc5db Leszek Koltunski
      {
485 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
486 af4cc5db Leszek Koltunski
      }
487 7691a39f leszek
488 070695a5 Leszek Koltunski
    setAsOutput(time);
489 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
490
491 7691a39f leszek
    return numRenders;
492 af4cc5db Leszek Koltunski
    }
493
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495 c5369f1b leszek
/**
496
 * Bind this Surface as a Framebuffer we can render to.
497 02ab6f9d leszek
 *
498
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
499
 *             out if this is the first time during present frame that this FBO is being set as output.
500
 *             If so, the library, in addition to binding the Surface for output, also clears the
501
 *             Surface's color and depth attachments.
502 c5369f1b leszek
 */
503 95c441a2 leszek
  public void setAsOutput(long time)
504 a436ccc5 leszek
    {
505 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
506 95c441a2 leszek
507
    if( mTime!=time )
508
      {
509
      mTime = time;
510 040cd18c Leszek Koltunski
      clear();
511 95c441a2 leszek
      }
512 a436ccc5 leszek
    }
513 af4cc5db Leszek Koltunski
514 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
515
/**
516
 * Bind this Surface as a Framebuffer we can render to.
517
 * <p>
518
 * This version does not attempt to clear anything.
519
 */
520
521
  public void setAsOutput()
522
    {
523 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
524 1dfc9074 leszek
    }
525
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527
/**
528
 * Return the Near plane of the Projection included in the Surface.
529
 *
530
 * @return the Near plane.
531
 */
532
  public float getNear()
533
    {
534
    return mNear;
535
    }
536
537 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
538
/**
539
 * Set mipmap level.
540
 * <p>
541
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
542
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
543
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
544
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
545
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
546
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
547 8426bd6a Leszek Koltunski
 * <p>
548
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
549
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
550
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
551
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
552 638b5b5c leszek
 *
553
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
554
 *               does not make any sense (that would result in loss of speed and no gain in quality)
555
 */
556
  public void setMipmap(float mipmap)
557
    {
558
    mMipmap = mipmap;
559
    }
560
561 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
562
/**
563 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
564 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
565 a9f41fa3 leszek
 *
566
 * @param r the Red component. Default: 0.0f
567
 * @param g the Green component. Default: 0.0f
568
 * @param b the Blue component. Default: 0.0f
569
 * @param a the Alpha component. Default: 0.0f
570
 */
571
  public void glClearColor(float r, float g, float b, float a)
572
    {
573
    mClearR = r;
574
    mClearG = g;
575
    mClearB = b;
576
    mClearA = a;
577
    }
578
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580
/**
581 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
582
 * the Depth buffer of our Surface at the beginning of each frame.
583 a9f41fa3 leszek
 *
584
 * @param d the Depth. Default: 1.0f
585
 */
586
  public void glClearDepthf(float d)
587
    {
588
    mClearDepth = d;
589
    }
590
591 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593
 * Uses glClearStencil() to set up a value with which to clear the
594
 * Stencil buffer of our Surface at the beginning of each frame.
595
 *
596
 * @param s the Stencil. Default: 0
597
 */
598
  public void glClearStencil(int s)
599
    {
600
    mClearStencil = s;
601
    }
602
603 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * Which buffers to Clear at the beginning of each frame?
606
 * <p>
607
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
608
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
609
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
610
 *
611
 * @param mask bitwise OR of BUFFER_BITs to clear.
612
 */
613
  public void glClear(int mask)
614
    {
615
    mClear = mask;
616
    }
617
618 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Create new Projection matrix.
621
 *
622
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
623 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
624
 * @param near Distance between the screen plane and the near plane.
625 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
626
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
627 af4cc5db Leszek Koltunski
 */
628 54fe333a leszek
  public void setProjection(float fov, float near)
629 af4cc5db Leszek Koltunski
    {
630 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
631
      {
632
      mFOV = fov;
633
      }
634
635
    if( near<   1.0f && near> 0.0f )
636
      {
637
      mNear= near;
638
      }
639
    else if( near<=0.0f )
640
      {
641
      mNear = 0.01f;
642
      }
643
    else if( near>=1.0f )
644
      {
645
      mNear=0.99f;
646
      }
647 af4cc5db Leszek Koltunski
648 040cd18c Leszek Koltunski
    if( mBuffer!=null )
649 1dfc9074 leszek
      {
650
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
651
      }
652
653 af4cc5db Leszek Koltunski
    createProjection();
654
    }
655
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657 c5369f1b leszek
/**
658 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
659 c7da4e65 leszek
 * <p>
660
 * This method can be safely called mid-render as it doesn't interfere with rendering.
661 af4cc5db Leszek Koltunski
 *
662
 * @param width The new width.
663
 * @param height The new height.
664 c5369f1b leszek
 */
665 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
666
    {
667
    if( mWidth!=width || mHeight!=height )
668
      {
669 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
670
      mHeight= mRealHeight= height;
671 f8377ef8 leszek
672
      createProjection();
673
674 c7da4e65 leszek
      if( mColorCreated==CREATED )
675 f8377ef8 leszek
        {
676 f28fffc2 Leszek Koltunski
        markForCreation();
677 f8377ef8 leszek
        recreate();
678
        }
679 af4cc5db Leszek Koltunski
      }
680
    }
681 a09ada4c Leszek Koltunski
682 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
683
/**
684 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
685 a436ccc5 leszek
 *
686 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
687 a436ccc5 leszek
 */
688 89de975c leszek
  public boolean hasDepth()
689 a436ccc5 leszek
    {
690 89de975c leszek
    return mDepthStencilCreated==CREATED;
691 a436ccc5 leszek
    }
692
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
696 a436ccc5 leszek
 *
697 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
698 a436ccc5 leszek
 */
699 89de975c leszek
  public boolean hasStencil()
700 a436ccc5 leszek
    {
701 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
702 a436ccc5 leszek
    }
703
704 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Adds a new child to the last position in the list of our Surface's children.
707 c204c69d leszek
 * <p>
708
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
709 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
710 a09ada4c Leszek Koltunski
 *
711
 * @param node The new Node to add.
712
 */
713 c204c69d leszek
  public void attach(DistortedNode node)
714 a09ada4c Leszek Koltunski
    {
715 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
716 efe3d8fe leszek
    DistortedMaster.newSlave(this);
717 a09ada4c Leszek Koltunski
    }
718
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Adds a new child to the last position in the list of our Surface's children.
722 c204c69d leszek
 * <p>
723
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
724 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
725 a09ada4c Leszek Koltunski
 *
726
 * @param surface InputSurface to initialize our child Node with.
727
 * @param effects DistortedEffects to initialize our child Node with.
728
 * @param mesh MeshObject to initialize our child Node with.
729
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
730
 */
731 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
732 a09ada4c Leszek Koltunski
    {
733
    DistortedNode node = new DistortedNode(surface,effects,mesh);
734 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
735 efe3d8fe leszek
    DistortedMaster.newSlave(this);
736 c204c69d leszek
    return node;
737
    }
738
739 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
740
/**
741
 * Removes the first occurrence of a specified child from the list of children of our Surface.
742
 * <p>
743
 * A bit questionable method as there can be many different Nodes attached as children, some
744
 * of them having the same Effects but - for instance - different Mesh. Use with care.
745
 * <p>
746
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
747 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
748 af27df87 leszek
 *
749
 * @param effects DistortedEffects to remove.
750
 */
751
  public void detach(DistortedEffects effects)
752
    {
753
    long id = effects.getID();
754
    DistortedNode node;
755 8baa1fe6 Leszek Koltunski
    boolean detached = false;
756 af27df87 leszek
757
    for(int i=0; i<mNumChildren; i++)
758
      {
759
      node = mChildren.get(i);
760
761
      if( node.getEffects().getID()==id )
762
        {
763 8baa1fe6 Leszek Koltunski
        detached = true;
764 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
765 efe3d8fe leszek
        DistortedMaster.newSlave(this);
766 af27df87 leszek
        break;
767
        }
768
      }
769 8baa1fe6 Leszek Koltunski
770
    if( !detached )
771
      {
772
      // if we failed to detach any, it still might be the case that
773 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
774
      int num = mJobs.size();
775
      Job job;
776
777
      for(int i=0; i<num; i++)
778
        {
779
        job = mJobs.get(i);
780
781
        if( job.type==ATTACH && job.node.getEffects()==effects )
782
          {
783
          mJobs.remove(i);
784
          break;
785
          }
786
        }
787 8baa1fe6 Leszek Koltunski
      }
788 af27df87 leszek
    }
789
790 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
791
/**
792
 * Removes the first occurrence of a specified child from the list of children of our Surface.
793 c204c69d leszek
 * <p>
794
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
795 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
796 c204c69d leszek
 *
797
 * @param node The Node to remove.
798
 */
799
  public void detach(DistortedNode node)
800
    {
801 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
802 efe3d8fe leszek
    DistortedMaster.newSlave(this);
803 a09ada4c Leszek Koltunski
    }
804
805
///////////////////////////////////////////////////////////////////////////////////////////////////
806
/**
807
 * Removes all children Nodes.
808 c204c69d leszek
 * <p>
809
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
810 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
811 c204c69d leszek
 */
812
  public void detachAll()
813
    {
814 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
815 efe3d8fe leszek
    DistortedMaster.newSlave(this);
816 c204c69d leszek
    }
817
818
///////////////////////////////////////////////////////////////////////////////////////////////////
819
/**
820
 * This is not really part of the public API. Has to be public only because it is a part of the
821 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
822 c204c69d leszek
 * Java has no multiple inheritance.
823 43fbf0dd leszek
 *
824
 * @y.exclude
825 a09ada4c Leszek Koltunski
 */
826 efe3d8fe leszek
  public void doWork()
827 a09ada4c Leszek Koltunski
    {
828 efe3d8fe leszek
    int num = mJobs.size();
829
    Job job;
830
831
    for(int i=0; i<num; i++)
832
      {
833
      job = mJobs.remove(0);
834
835
      switch(job.type)
836
        {
837 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
838
                     job.node.setSurfaceParent(this);
839 040cd18c Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
840 efe3d8fe leszek
                     mNumChildren++;
841
                     break;
842 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
843 efe3d8fe leszek
                       {
844 be60d4ff leszek
                       job.node.setSurfaceParent(null);
845 efe3d8fe leszek
                       mNumChildren--;
846
                       }
847
                     break;
848 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
849 efe3d8fe leszek
                       {
850 be60d4ff leszek
                       DistortedNode tmp;
851
852
                       for(int j=mNumChildren-1; j>=0; j--)
853
                         {
854
                         tmp = mChildren.remove(j);
855
                         tmp.setSurfaceParent(null);
856
                         }
857
858 efe3d8fe leszek
                       mNumChildren = 0;
859
                       }
860
                     break;
861 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
862 040cd18c Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
863 efe3d8fe leszek
                     break;
864
        }
865
      }
866 a09ada4c Leszek Koltunski
    }
867 af4cc5db Leszek Koltunski
}