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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 586b5fa1

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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 = new DistortedOutputSurface[EffectQuality.LENGTH];
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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;
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  int[] mFBOH;
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  private long[] mTime;
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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 numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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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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    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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    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(Distorted.FBO_QUEUE_SIZE,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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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+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[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = 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 static void oitClear(DistortedOutputSurface buffer)
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    {
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    DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(time,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(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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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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  private int oitRender(long currTime)
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    {
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    float corrW = getWidthCorrection();
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    float corrH = getHeightCorrection();
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    // Do the Collapse Pass only if we do have a Depth attachment.
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    // Otherwise there's no point (in fact we then would create a feedback loop!)
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    if( mDepthStencilH[0] != 0 )
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      {
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      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
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      DistortedRenderState.switchOffColorDepthStencil();
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      DistortedEffects.oitCollapse(this, corrW, corrH);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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      }
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    setAsOutput(currTime);
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    DistortedRenderState.switchColorDepthOnStencilOff();
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    DistortedEffects.oitRender(this, corrW, corrH);
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    DistortedRenderState.restoreColorDepthStencil();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void clearBuffer(DistortedOutputSurface buffer, int fbo)
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    {
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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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    buffer.setAsOutputFBO(fbo);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+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[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    for(int i=buffer.mNumColors-2; i>=0; i--)
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      {
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 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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  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.oitBuild).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
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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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        setAsOutputFBO(time,fbo);
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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[0]==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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            oitClear(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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              mBuffer[internalQuality].setAsOutputFBO(fbo);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer,fbo);
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            numRenders += oitBuild(time,mBuffer[quality],fbo);
409 82890e13 Leszek Koltunski
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
410 586b5fa1 Leszek Koltunski
            clearBuffer(mBuffer[quality],fbo);
411 c9a24bfb Leszek Koltunski
            }
412 660cd468 leszek
413 70b6a155 Leszek Koltunski
          internalQuality = currQueue.getInternalQuality();
414
          quality         = currQueue.getQuality();
415
          bucketChange    = i;
416 c9a24bfb Leszek Koltunski
          }
417
418 586b5fa1 Leszek Koltunski
        mBuffer[quality].setAsOutputFBO(time,fbo);
419 baa3989b Leszek Koltunski
        child1.drawNoBlend(time,mBuffer[quality]);
420 c9a24bfb Leszek Koltunski
421 8e28b6ff leszek
        if( i==numChildren-1 )
422 cf7394cc leszek
          {
423 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
424 c9a24bfb Leszek Koltunski
            {
425 3f44e745 Leszek Koltunski
            child2 = children.get(j);
426 586b5fa1 Leszek Koltunski
            mBuffer[internalQuality].setAsOutputFBO(fbo);
427 baa3989b Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
428 c9a24bfb Leszek Koltunski
            }
429
430 586b5fa1 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer,fbo);
431 8ebbc730 Leszek Koltunski
          numRenders += oitBuild(time,mBuffer[quality],fbo);
432 82890e13 Leszek Koltunski
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
433 c207da02 Leszek Koltunski
          numRenders += oitRender(time);  // merge the OIT linked list
434 586b5fa1 Leszek Koltunski
          clearBuffer(mBuffer[quality],fbo);
435 cf7394cc leszek
          }
436 56c6ca24 Leszek Koltunski
        } // end else (postprocessed child)
437 b9798977 leszek
438 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
439
      lastBucket= currBucket;
440 56c6ca24 Leszek Koltunski
      } // end main for loop
441
442 39086ebb leszek
    return numRenders;
443
    }
444
445 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
446
447 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
448 be60d4ff leszek
    {
449 26a4e5f6 leszek
    return mChildren;
450 be60d4ff leszek
    }
451
452 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
453
/**
454
 * Not part of the Public API.
455
 *
456
 * @y.exclude
457
 */
458
  public float getWidthCorrection()
459
    {
460
    return (float)mWidth/mRealWidth;
461
    }
462
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * Not part of the Public API.
466
 *
467
 * @y.exclude
468
 */
469
  public float getHeightCorrection()
470
    {
471
    return (float)mHeight/mRealHeight;
472
    }
473
474 8ebbc730 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
475
476 586b5fa1 Leszek Koltunski
  private void setAsOutputFBO(long time, int fbo)
477 8ebbc730 Leszek Koltunski
    {
478
    if( fbo>=0 && fbo<mNumFBOs )
479
      {
480
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
481
482
      if (mTime[fbo] != time)
483
        {
484
        mTime[fbo] = time;
485
        clear();
486
        }
487
      }
488
    else
489
      {
490 586b5fa1 Leszek Koltunski
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
491
      }
492
    }
493
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495
/**
496
 * Not part of the Public API.
497
 *
498
 * @y.exclude
499
 */
500
  public void setAsOutputFBO(int fbo)
501
    {
502
    if( fbo>=0 && fbo<mNumFBOs )
503
      {
504
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
505
      }
506
    else
507
      {
508
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
509 8ebbc730 Leszek Koltunski
      }
510
    }
511
512 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
513
// PUBLIC API
514 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
515 c5369f1b leszek
/**
516 8ebbc730 Leszek Koltunski
 * Draws all the attached children to this OutputSurface's 0th FBO.
517 af4cc5db Leszek Koltunski
 * <p>
518
 * Must be called from a thread holding OpenGL Context.
519
 *
520 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
521 7691a39f leszek
 * @return Number of objects rendered.
522 c5369f1b leszek
 */
523 b2939df4 Leszek Koltunski
  public int render(long time)
524 8ebbc730 Leszek Koltunski
    {
525
    return render(time,0);
526
    }
527
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
/**
530
 * Draws all the attached children to this OutputSurface.
531
 * <p>
532
 * Must be called from a thread holding OpenGL Context.
533
 *
534
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
535
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
536
 * @return Number of objects rendered.
537
 */
538
  public int render(long time, int fbo)
539 af4cc5db Leszek Koltunski
    {
540 c204c69d leszek
    // change tree topology (attach and detach children)
541 889cce10 Leszek Koltunski
/*
542 42571056 Leszek Koltunski
    boolean changed1 =
543 889cce10 Leszek Koltunski
*/
544 efe3d8fe leszek
    DistortedMaster.toDo();
545 eadf0859 leszek
/*
546 42571056 Leszek Koltunski
    if( changed1 )
547 c204c69d leszek
      {
548
      for(int i=0; i<mNumChildren; i++)
549
        {
550 af27df87 leszek
        mChildren.get(i).debug(0);
551 c204c69d leszek
        }
552 af27df87 leszek
553 7691a39f leszek
      DistortedNode.debugMap();
554 c204c69d leszek
      }
555 eadf0859 leszek
*/
556 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
557
    // Watch out: FIRST change topology, only then deal
558
    // with OpenGL resources. That's because changing Tree
559
    // can result in additional Framebuffers that would need
560
    // to be created immediately, before the calls to drawRecursive()
561 42571056 Leszek Koltunski
/*
562
    boolean changed2 =
563
*/
564 f8377ef8 leszek
    toDo();
565 eadf0859 leszek
/*
566 42571056 Leszek Koltunski
    if( changed2 )
567 af27df87 leszek
      {
568 226144d0 leszek
      DistortedObject.debugLists();
569 42571056 Leszek Koltunski
      }
570 eadf0859 leszek
*/
571 c834348d leszek
    // mark OpenGL state as unknown
572
    DistortedRenderState.reset();
573 2ed1c692 leszek
574 b2939df4 Leszek Koltunski
    int numRenders=0;
575 7691a39f leszek
576 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
577 af4cc5db Leszek Koltunski
      {
578 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
579 af4cc5db Leszek Koltunski
      }
580 7691a39f leszek
581 8ebbc730 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
582 b2939df4 Leszek Koltunski
583 7691a39f leszek
    return numRenders;
584 af4cc5db Leszek Koltunski
    }
585
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587 c5369f1b leszek
/**
588
 * Bind this Surface as a Framebuffer we can render to.
589 02ab6f9d leszek
 *
590
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
591
 *             out if this is the first time during present frame that this FBO is being set as output.
592
 *             If so, the library, in addition to binding the Surface for output, also clears the
593
 *             Surface's color and depth attachments.
594 c5369f1b leszek
 */
595 95c441a2 leszek
  public void setAsOutput(long time)
596 a436ccc5 leszek
    {
597 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
598 95c441a2 leszek
599 8ebbc730 Leszek Koltunski
    if( mTime[0]!=time )
600 95c441a2 leszek
      {
601 8ebbc730 Leszek Koltunski
      mTime[0] = time;
602 88c7b603 Leszek Koltunski
      clear();
603 95c441a2 leszek
      }
604 a436ccc5 leszek
    }
605 af4cc5db Leszek Koltunski
606 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * Bind this Surface as a Framebuffer we can render to.
609
 * <p>
610
 * This version does not attempt to clear anything.
611
 */
612
613
  public void setAsOutput()
614
    {
615 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
616 1dfc9074 leszek
    }
617
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Return the Near plane of the Projection included in the Surface.
621
 *
622
 * @return the Near plane.
623
 */
624
  public float getNear()
625
    {
626
    return mNear;
627
    }
628
629 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Set mipmap level.
632
 * <p>
633
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
634
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
635
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
636
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
637
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
638
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
639 8426bd6a Leszek Koltunski
 * <p>
640
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
641
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
642
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
643
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
644 638b5b5c leszek
 *
645
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
646
 *               does not make any sense (that would result in loss of speed and no gain in quality)
647
 */
648
  public void setMipmap(float mipmap)
649
    {
650
    mMipmap = mipmap;
651
    }
652
653 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
656 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
657 a9f41fa3 leszek
 *
658
 * @param r the Red component. Default: 0.0f
659
 * @param g the Green component. Default: 0.0f
660
 * @param b the Blue component. Default: 0.0f
661
 * @param a the Alpha component. Default: 0.0f
662
 */
663
  public void glClearColor(float r, float g, float b, float a)
664
    {
665
    mClearR = r;
666
    mClearG = g;
667
    mClearB = b;
668
    mClearA = a;
669
    }
670
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672
/**
673 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
674
 * the Depth buffer of our Surface at the beginning of each frame.
675 a9f41fa3 leszek
 *
676
 * @param d the Depth. Default: 1.0f
677
 */
678
  public void glClearDepthf(float d)
679
    {
680
    mClearDepth = d;
681
    }
682
683 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Uses glClearStencil() to set up a value with which to clear the
686
 * Stencil buffer of our Surface at the beginning of each frame.
687
 *
688
 * @param s the Stencil. Default: 0
689
 */
690
  public void glClearStencil(int s)
691
    {
692
    mClearStencil = s;
693
    }
694
695 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
696
/**
697
 * Which buffers to Clear at the beginning of each frame?
698
 * <p>
699
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
700
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
701
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
702
 *
703
 * @param mask bitwise OR of BUFFER_BITs to clear.
704
 */
705
  public void glClear(int mask)
706
    {
707
    mClear = mask;
708
    }
709
710 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
711
/**
712
 * Create new Projection matrix.
713
 *
714
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
715 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
716
 * @param near Distance between the screen plane and the near plane.
717 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
718
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
719 af4cc5db Leszek Koltunski
 */
720 54fe333a leszek
  public void setProjection(float fov, float near)
721 af4cc5db Leszek Koltunski
    {
722 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
723
      {
724
      mFOV = fov;
725
      }
726
727
    if( near<   1.0f && near> 0.0f )
728
      {
729
      mNear= near;
730
      }
731
    else if( near<=0.0f )
732
      {
733
      mNear = 0.01f;
734
      }
735
    else if( near>=1.0f )
736
      {
737
      mNear=0.99f;
738
      }
739 af4cc5db Leszek Koltunski
740
    createProjection();
741
    }
742
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744 c5369f1b leszek
/**
745 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
746 c7da4e65 leszek
 * <p>
747
 * This method can be safely called mid-render as it doesn't interfere with rendering.
748 af4cc5db Leszek Koltunski
 *
749
 * @param width The new width.
750
 * @param height The new height.
751 c5369f1b leszek
 */
752 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
753
    {
754
    if( mWidth!=width || mHeight!=height )
755
      {
756 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
757
      mHeight= mRealHeight= height;
758 f8377ef8 leszek
759
      createProjection();
760
761 c7da4e65 leszek
      if( mColorCreated==CREATED )
762 f8377ef8 leszek
        {
763 f28fffc2 Leszek Koltunski
        markForCreation();
764 f8377ef8 leszek
        recreate();
765
        }
766 af4cc5db Leszek Koltunski
      }
767
    }
768 a09ada4c Leszek Koltunski
769 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
772 a436ccc5 leszek
 *
773 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
774 a436ccc5 leszek
 */
775 89de975c leszek
  public boolean hasDepth()
776 a436ccc5 leszek
    {
777 89de975c leszek
    return mDepthStencilCreated==CREATED;
778 a436ccc5 leszek
    }
779
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
783 a436ccc5 leszek
 *
784 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
785 a436ccc5 leszek
 */
786 89de975c leszek
  public boolean hasStencil()
787 a436ccc5 leszek
    {
788 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
789 a436ccc5 leszek
    }
790
791 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
792
/**
793
 * Adds a new child to the last position in the list of our Surface's children.
794 c204c69d leszek
 * <p>
795
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
796 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
797 a09ada4c Leszek Koltunski
 *
798
 * @param node The new Node to add.
799
 */
800 c204c69d leszek
  public void attach(DistortedNode node)
801 a09ada4c Leszek Koltunski
    {
802 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
803 efe3d8fe leszek
    DistortedMaster.newSlave(this);
804 a09ada4c Leszek Koltunski
    }
805
806
///////////////////////////////////////////////////////////////////////////////////////////////////
807
/**
808
 * Adds a new child to the last position in the list of our Surface's children.
809 c204c69d leszek
 * <p>
810
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
811 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
812 a09ada4c Leszek Koltunski
 *
813
 * @param surface InputSurface to initialize our child Node with.
814
 * @param effects DistortedEffects to initialize our child Node with.
815
 * @param mesh MeshObject to initialize our child Node with.
816
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
817
 */
818 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
819 a09ada4c Leszek Koltunski
    {
820
    DistortedNode node = new DistortedNode(surface,effects,mesh);
821 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
822 efe3d8fe leszek
    DistortedMaster.newSlave(this);
823 c204c69d leszek
    return node;
824
    }
825
826 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * Removes the first occurrence of a specified child from the list of children of our Surface.
829
 * <p>
830
 * A bit questionable method as there can be many different Nodes attached as children, some
831
 * of them having the same Effects but - for instance - different Mesh. Use with care.
832
 * <p>
833
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
834 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
835 af27df87 leszek
 *
836
 * @param effects DistortedEffects to remove.
837
 */
838
  public void detach(DistortedEffects effects)
839
    {
840
    long id = effects.getID();
841
    DistortedNode node;
842 8baa1fe6 Leszek Koltunski
    boolean detached = false;
843 af27df87 leszek
844
    for(int i=0; i<mNumChildren; i++)
845
      {
846
      node = mChildren.get(i);
847
848
      if( node.getEffects().getID()==id )
849
        {
850 8baa1fe6 Leszek Koltunski
        detached = true;
851 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
852 efe3d8fe leszek
        DistortedMaster.newSlave(this);
853 af27df87 leszek
        break;
854
        }
855
      }
856 8baa1fe6 Leszek Koltunski
857
    if( !detached )
858
      {
859
      // if we failed to detach any, it still might be the case that
860 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
861
      int num = mJobs.size();
862
      Job job;
863
864
      for(int i=0; i<num; i++)
865
        {
866
        job = mJobs.get(i);
867
868
        if( job.type==ATTACH && job.node.getEffects()==effects )
869
          {
870
          mJobs.remove(i);
871
          break;
872
          }
873
        }
874 8baa1fe6 Leszek Koltunski
      }
875 af27df87 leszek
    }
876
877 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
878
/**
879
 * Removes the first occurrence of a specified child from the list of children of our Surface.
880 c204c69d leszek
 * <p>
881
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
882 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
883 c204c69d leszek
 *
884
 * @param node The Node to remove.
885
 */
886
  public void detach(DistortedNode node)
887
    {
888 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
889 efe3d8fe leszek
    DistortedMaster.newSlave(this);
890 a09ada4c Leszek Koltunski
    }
891
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
/**
894
 * Removes all children Nodes.
895 c204c69d leszek
 * <p>
896
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
897 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
898 c204c69d leszek
 */
899
  public void detachAll()
900
    {
901 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
902 efe3d8fe leszek
    DistortedMaster.newSlave(this);
903 c204c69d leszek
    }
904
905
///////////////////////////////////////////////////////////////////////////////////////////////////
906
/**
907
 * This is not really part of the public API. Has to be public only because it is a part of the
908 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
909 c204c69d leszek
 * Java has no multiple inheritance.
910 43fbf0dd leszek
 *
911
 * @y.exclude
912 a09ada4c Leszek Koltunski
 */
913 efe3d8fe leszek
  public void doWork()
914 a09ada4c Leszek Koltunski
    {
915 efe3d8fe leszek
    int num = mJobs.size();
916
    Job job;
917
918
    for(int i=0; i<num; i++)
919
      {
920
      job = mJobs.remove(0);
921
922
      switch(job.type)
923
        {
924 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
925
                     job.node.setSurfaceParent(this);
926 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
927 efe3d8fe leszek
                     mNumChildren++;
928
                     break;
929 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
930 efe3d8fe leszek
                       {
931 be60d4ff leszek
                       job.node.setSurfaceParent(null);
932 efe3d8fe leszek
                       mNumChildren--;
933
                       }
934
                     break;
935 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
936 efe3d8fe leszek
                       {
937 be60d4ff leszek
                       DistortedNode tmp;
938
939
                       for(int j=mNumChildren-1; j>=0; j--)
940
                         {
941
                         tmp = mChildren.remove(j);
942
                         tmp.setSurfaceParent(null);
943
                         }
944
945 efe3d8fe leszek
                       mNumChildren = 0;
946
                       }
947
                     break;
948 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
949 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
950 efe3d8fe leszek
                     break;
951
        }
952
      }
953 a09ada4c Leszek Koltunski
    }
954 af4cc5db Leszek Koltunski
}