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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 5f7e4f2c

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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 boolean mRenderWayOIT;
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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 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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  int mCurrFBO;     // internal current FBO (see Distorted.FBO_QUEUE_SIZE)
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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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    mRenderWayOIT = false;
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    mCurrFBO      = 0;
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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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    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(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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    if( mBuffer!=null )
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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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      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)
265
          {
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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,int fbo)
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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[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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    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
297
    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[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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310
    return 1;
311
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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315
  private static void oitClear(DistortedOutputSurface buffer)
316
    {
317
    int counter = DistortedEffects.zeroOutAtomic();
318
    DistortedEffects.oitClear(buffer,counter);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
320
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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324
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
325
    {
326
    GLES31.glViewport(0, 0, mWidth, mHeight);
327
    setAsOutput(time);
328
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
329
    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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333
    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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342
    DistortedRenderState.colorDepthStencilRestore();
343
    DistortedRenderState.restoreDepthTest();
344

    
345
    return 1;
346
    }
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348
///////////////////////////////////////////////////////////////////////////////////////////////////
349
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
350

    
351
  private int oitRender(long currTime, int fbo)
352
    {
353
    float corrW = getWidthCorrection();
354
    float corrH = getHeightCorrection();
355

    
356
    // Do the Collapse Pass only if we do have a Depth attachment.
357
    // Otherwise there's no point (in fact we then would create a feedback loop!)
358

    
359
    if( mDepthStencilH[fbo] != 0 )
360
      {
361
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
362
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
364
      DistortedRenderState.switchOffColorDepthStencil();
365
      DistortedEffects.oitCollapse(this, corrW, corrH);
366
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
367
      }
368

    
369
    setAsOutput(currTime);
370
    DistortedRenderState.switchColorDepthOnStencilOff();
371
    DistortedEffects.oitRender(this, corrW, corrH);
372
    DistortedRenderState.restoreColorDepthStencil();
373

    
374
    return 1;
375
    }
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377
///////////////////////////////////////////////////////////////////////////////////////////////////
378

    
379
  void clear()
380
    {
381
    DistortedRenderState.colorDepthStencilOn();
382
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
383
    GLES31.glClearDepthf(mClearDepth);
384
    GLES31.glClearStencil(mClearStencil);
385
    GLES31.glClear(mClear);
386
    DistortedRenderState.colorDepthStencilRestore();
387
    }
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389
///////////////////////////////////////////////////////////////////////////////////////////////////
390

    
391
  void setCurrFBO(int fbo)
392
    {
393
    mCurrFBO = fbo;
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
398
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
399
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
400

    
401
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
402
    {
403
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
404
    DistortedNode child1, child2;
405
    EffectQueuePostprocess lastQueue=null, currQueue;
406
    long lastBucket=0, currBucket;
407

    
408
    setCurrFBO(fbo);
409

    
410
    if( mBuffer!=null )
411
      {
412
      for (int i=0; i<EffectQuality.LENGTH; i++)
413
        {
414
        mBuffer[i].setCurrFBO(fbo);
415
        }
416
      }
417

    
418
    if( oit && numChildren>0 )
419
      {
420
      oitClear(this);
421
      }
422

    
423
    for(int i=0; i<numChildren; i++)
424
      {
425
      child1 = children.get(i);
426
      currQueue = child1.getPostprocessQueue();
427
      currBucket= currQueue.getID();
428

    
429
      if( currBucket==0 )
430
        {
431
        setAsOutput(time);
432

    
433
        if( oit )
434
          {
435
          numRenders += child1.drawOIT(time, this);
436
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
437
          }
438
        else
439
          {
440
          numRenders += child1.draw(time, this);
441
          }
442
        }
443
      else
444
        {
445
        if( mBuffer==null )
446
          {
447
          createPostprocessingBuffers(mWidth,mHeight,mNear);
448

    
449
          for (int j=0; j<EffectQuality.LENGTH; j++)
450
            {
451
            mBuffer[j].setCurrFBO(fbo);
452
            }
453
          }
454

    
455
        if( lastBucket!=currBucket )
456
          {
457
          if( lastBucket==0 )
458
            {
459
            clonePostprocessingViewport(this);
460
            }
461
          else
462
            {
463
            for(int j=bucketChange; j<i; j++)
464
              {
465
              child2 = children.get(j);
466
              mBuffer[internalQuality].setAsOutput();
467
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
468
              }
469

    
470
            numRenders += lastQueue.postprocess(mBuffer);
471

    
472
            if( oit )
473
              {
474
              numRenders += oitBuild(time, mBuffer[quality], fbo);
475
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
476
              }
477
            else
478
              {
479
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
480
              }
481
            mBuffer[quality].clearBuffer(fbo);
482
            }
483

    
484
          internalQuality = currQueue.getInternalQuality();
485
          quality         = currQueue.getQuality();
486
          bucketChange    = i;
487
          }
488

    
489
        mBuffer[quality].setAsOutput(time);
490
        child1.drawNoBlend(time,mBuffer[quality]);
491

    
492
        if( i==numChildren-1 )
493
          {
494
          for(int j=bucketChange; j<numChildren; j++)
495
            {
496
            child2 = children.get(j);
497
            mBuffer[internalQuality].setAsOutput();
498
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
499
            }
500

    
501
          numRenders += currQueue.postprocess(mBuffer);
502

    
503
          if( oit )
504
            {
505
            numRenders += oitBuild(time, mBuffer[quality], fbo);
506
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
507
            mBuffer[quality].clearBuffer(fbo);
508
            }
509
          else
510
            {
511
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
512
            }
513
          }
514
        } // end else (postprocessed child)
515

    
516
      lastQueue = currQueue;
517
      lastBucket= currBucket;
518
      } // end main for loop
519

    
520
    if( oit && numChildren>0 )
521
      {
522
      numRenders += oitRender(time, fbo);  // merge the OIT linked list
523
      }
524

    
525
    return numRenders;
526
    }
527

    
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529

    
530
  ArrayList<DistortedNode> getChildren()
531
    {
532
    return mChildren;
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
/**
537
 * Not part of the Public API.
538
 *
539
 * @y.exclude
540
 */
541
  public float getWidthCorrection()
542
    {
543
    return (float)mWidth/mRealWidth;
544
    }
545

    
546
///////////////////////////////////////////////////////////////////////////////////////////////////
547
/**
548
 * Not part of the Public API.
549
 *
550
 * @y.exclude
551
 */
552
  public float getHeightCorrection()
553
    {
554
    return (float)mHeight/mRealHeight;
555
    }
556

    
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558

    
559
  private void clearBuffer(int fbo)
560
    {
561
    DistortedRenderState.colorDepthStencilOn();
562

    
563
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
564
    GLES31.glClearDepthf(mClearDepth);
565
    GLES31.glClearStencil(mClearStencil);
566

    
567
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
568
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
569
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
570
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
571
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
572

    
573
    DistortedRenderState.colorDepthStencilRestore();
574
    }
575

    
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577
// PUBLIC API
578
///////////////////////////////////////////////////////////////////////////////////////////////////
579
/**
580
 * Draws all the attached children to this OutputSurface's 0th FBO.
581
 * <p>
582
 * Must be called from a thread holding OpenGL Context.
583
 *
584
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
585
 * @return Number of objects rendered.
586
 */
587
  public int render(long time)
588
    {
589
    return render(time,0);
590
    }
591

    
592
///////////////////////////////////////////////////////////////////////////////////////////////////
593
/**
594
 * Draws all the attached children to this OutputSurface.
595
 * <p>
596
 * Must be called from a thread holding OpenGL Context.
597
 *
598
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
599
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
600
 * @return Number of objects rendered.
601
 */
602
  public int render(long time, int fbo)
603
    {
604
    // change tree topology (attach and detach children)
605
/*
606
    boolean changed1 =
607
*/
608
    DistortedMaster.toDo();
609
/*
610
    if( changed1 )
611
      {
612
      for(int i=0; i<mNumChildren; i++)
613
        {
614
        mChildren.get(i).debug(0);
615
        }
616

    
617
      DistortedNode.debugMap();
618
      }
619
*/
620
    // create and delete all underlying OpenGL resources
621
    // Watch out: FIRST change topology, only then deal
622
    // with OpenGL resources. That's because changing Tree
623
    // can result in additional Framebuffers that would need
624
    // to be created immediately, before the calls to drawRecursive()
625
/*
626
    boolean changed2 =
627
*/
628
    toDo();
629
/*
630
    if( changed2 )
631
      {
632
      DistortedObject.debugLists();
633
      }
634
*/
635
    // mark OpenGL state as unknown
636
    DistortedRenderState.reset();
637

    
638
    int numRenders=0;
639

    
640
    for(int i=0; i<mNumChildren; i++)
641
      {
642
      numRenders += mChildren.get(i).renderRecursive(time);
643
      }
644

    
645
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
646

    
647
    return numRenders;
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651
/**
652
 * Bind this Surface as a Framebuffer we can render to.
653
 *
654
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
655
 *             out if this is the first time during present frame that this FBO is being set as output.
656
 *             If so, the library, in addition to binding the Surface for output, also clears the
657
 *             Surface's color and depth attachments.
658
 */
659
  public void setAsOutput(long time)
660
    {
661
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
662

    
663
    if( mTime[mCurrFBO]!=time )
664
      {
665
      mTime[mCurrFBO] = time;
666
      clear();
667
      }
668
    }
669

    
670
///////////////////////////////////////////////////////////////////////////////////////////////////
671
/**
672
 * Bind this Surface as a Framebuffer we can render to.
673
 * <p>
674
 * This version does not attempt to clear anything.
675
 */
676
  public void setAsOutput()
677
    {
678
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682
/**
683
 * Return the Near plane of the Projection included in the Surface.
684
 *
685
 * @return the Near plane.
686
 */
687
  public float getNear()
688
    {
689
    return mNear;
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Set mipmap level.
695
 * <p>
696
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
697
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
698
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
699
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
700
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
701
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
702
 * <p>
703
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
704
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
705
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
706
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
707
 *
708
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
709
 *               does not make any sense (that would result in loss of speed and no gain in quality)
710
 */
711
  public void setMipmap(float mipmap)
712
    {
713
    mMipmap = mipmap;
714
    }
715

    
716
///////////////////////////////////////////////////////////////////////////////////////////////////
717
/**
718
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
719
 * this Surface at the beginning of each frame.
720
 *
721
 * @param r the Red component. Default: 0.0f
722
 * @param g the Green component. Default: 0.0f
723
 * @param b the Blue component. Default: 0.0f
724
 * @param a the Alpha component. Default: 0.0f
725
 */
726
  public void glClearColor(float r, float g, float b, float a)
727
    {
728
    mClearR = r;
729
    mClearG = g;
730
    mClearB = b;
731
    mClearA = a;
732
    }
733

    
734
///////////////////////////////////////////////////////////////////////////////////////////////////
735
/**
736
 * Uses glClearDepthf() to set up a value with which to clear
737
 * the Depth buffer of our Surface at the beginning of each frame.
738
 *
739
 * @param d the Depth. Default: 1.0f
740
 */
741
  public void glClearDepthf(float d)
742
    {
743
    mClearDepth = d;
744
    }
745

    
746
///////////////////////////////////////////////////////////////////////////////////////////////////
747
/**
748
 * Uses glClearStencil() to set up a value with which to clear the
749
 * Stencil buffer of our Surface at the beginning of each frame.
750
 *
751
 * @param s the Stencil. Default: 0
752
 */
753
  public void glClearStencil(int s)
754
    {
755
    mClearStencil = s;
756
    }
757

    
758
///////////////////////////////////////////////////////////////////////////////////////////////////
759
/**
760
 * Which buffers to Clear at the beginning of each frame?
761
 * <p>
762
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
763
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
764
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
765
 *
766
 * @param mask bitwise OR of BUFFER_BITs to clear.
767
 */
768
  public void glClear(int mask)
769
    {
770
    mClear = mask;
771
    }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * Create new Projection matrix.
776
 *
777
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
778
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
779
 * @param near Distance between the screen plane and the near plane.
780
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
781
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
782
 */
783
  public void setProjection(float fov, float near)
784
    {
785
    if( fov < 180.0f && fov >=0.0f )
786
      {
787
      mFOV = fov;
788
      }
789

    
790
    if( near<   1.0f && near> 0.0f )
791
      {
792
      mNear= near;
793
      }
794
    else if( near<=0.0f )
795
      {
796
      mNear = 0.01f;
797
      }
798
    else if( near>=1.0f )
799
      {
800
      mNear=0.99f;
801
      }
802

    
803
    if( mBuffer!=null )
804
      {
805
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
806
      }
807

    
808
    createProjection();
809
    }
810

    
811
///////////////////////////////////////////////////////////////////////////////////////////////////
812
/**
813
 * Resize the underlying Framebuffer.
814
 * <p>
815
 * This method can be safely called mid-render as it doesn't interfere with rendering.
816
 *
817
 * @param width The new width.
818
 * @param height The new height.
819
 */
820
  public void resize(int width, int height)
821
    {
822
    if( mWidth!=width || mHeight!=height )
823
      {
824
      mWidth = mRealWidth = width;
825
      mHeight= mRealHeight= height;
826

    
827
      createProjection();
828

    
829
      if( mColorCreated==CREATED )
830
        {
831
        markForCreation();
832
        recreate();
833
        }
834
      }
835
    }
836

    
837
///////////////////////////////////////////////////////////////////////////////////////////////////
838
/**
839
 * Return true if the Surface contains a DEPTH attachment.
840
 *
841
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
842
 */
843
  public boolean hasDepth()
844
    {
845
    return mDepthStencilCreated==CREATED;
846
    }
847

    
848
///////////////////////////////////////////////////////////////////////////////////////////////////
849
/**
850
 * Return true if the Surface contains a STENCIL attachment.
851
 *
852
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
853
 */
854
  public boolean hasStencil()
855
    {
856
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
857
    }
858

    
859
///////////////////////////////////////////////////////////////////////////////////////////////////
860
/**
861
 * When rendering this Node, should we use the Order Independent Transparency render more?
862
 * <p>
863
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
864
 * fragments in different ways depending on which fragments get rendered first, or the slower
865
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
866
 *
867
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
868
 */
869
  public void setOrderIndependentTransparency(boolean oit)
870
    {
871
    mRenderWayOIT = oit;
872
    }
873

    
874
///////////////////////////////////////////////////////////////////////////////////////////////////
875
/**
876
 * When rendering this Node, should we use the Order Independent Transparency render more?
877
 * <p>
878
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
879
 * fragments in different ways depending on which fragments get rendered first, or the slower
880
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
881
 *
882
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
883
 * @param initialSize Initial number of transparent fragments we expect, in screenfuls.
884
 *                    I.e '1.0' means 'the scene we are going to render contains about 1 screen
885
 *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
886
 *                    Even if you get this wrong, the library will detect that there are more
887
 *                    transparent fragments than it has space for and readjust its internal buffers,
888
 *                    but only after a few frames during which one will probably see missing objects.
889
 */
890
public void setOrderIndependentTransparency(boolean oit, float initialSize)
891
  {
892
  mRenderWayOIT = oit;
893

    
894
  if( initialSize>0.0f && initialSize<10.0f )
895
    DistortedEffects.setSSBOSize(initialSize);
896
  }
897

    
898
///////////////////////////////////////////////////////////////////////////////////////////////////
899
/**
900
 * Adds a new child to the last position in the list of our Surface's children.
901
 * <p>
902
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
903
 * DistortedMaster (by calling doWork())
904
 *
905
 * @param node The new Node to add.
906
 */
907
  public void attach(DistortedNode node)
908
    {
909
    mJobs.add(new Job(ATTACH,node));
910
    DistortedMaster.newSlave(this);
911
    }
912

    
913
///////////////////////////////////////////////////////////////////////////////////////////////////
914
/**
915
 * Adds a new child to the last position in the list of our Surface's children.
916
 * <p>
917
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
918
 * DistortedMaster (by calling doWork())
919
 *
920
 * @param surface InputSurface to initialize our child Node with.
921
 * @param effects DistortedEffects to initialize our child Node with.
922
 * @param mesh MeshObject to initialize our child Node with.
923
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
924
 */
925
  public DistortedNode attach(DistortedSurface surface, DistortedEffects effects, MeshObject mesh)
926
    {
927
    DistortedNode node = new DistortedNode(surface,effects,mesh);
928
    mJobs.add(new Job(ATTACH,node));
929
    DistortedMaster.newSlave(this);
930
    return node;
931
    }
932

    
933
///////////////////////////////////////////////////////////////////////////////////////////////////
934
/**
935
 * Removes the first occurrence of a specified child from the list of children of our Surface.
936
 * <p>
937
 * A bit questionable method as there can be many different Nodes attached as children, some
938
 * of them having the same Effects but - for instance - different Mesh. Use with care.
939
 * <p>
940
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
941
 * DistortedMaster (by calling doWork())
942
 *
943
 * @param effects DistortedEffects to remove.
944
 */
945
  public void detach(DistortedEffects effects)
946
    {
947
    long id = effects.getID();
948
    DistortedNode node;
949
    boolean detached = false;
950

    
951
    for(int i=0; i<mNumChildren; i++)
952
      {
953
      node = mChildren.get(i);
954

    
955
      if( node.getEffects().getID()==id )
956
        {
957
        detached = true;
958
        mJobs.add(new Job(DETACH,node));
959
        DistortedMaster.newSlave(this);
960
        break;
961
        }
962
      }
963

    
964
    if( !detached )
965
      {
966
      // if we failed to detach any, it still might be the case that
967
      // there's an ATTACH job that we need to cancel.
968
      int num = mJobs.size();
969
      Job job;
970

    
971
      for(int i=0; i<num; i++)
972
        {
973
        job = mJobs.get(i);
974

    
975
        if( job.type==ATTACH && job.node.getEffects()==effects )
976
          {
977
          mJobs.remove(i);
978
          break;
979
          }
980
        }
981
      }
982
    }
983

    
984
///////////////////////////////////////////////////////////////////////////////////////////////////
985
/**
986
 * Removes the first occurrence of a specified child from the list of children of our Surface.
987
 * <p>
988
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
989
 * DistortedMaster (by calling doWork())
990
 *
991
 * @param node The Node to remove.
992
 */
993
  public void detach(DistortedNode node)
994
    {
995
    mJobs.add(new Job(DETACH,node));
996
    DistortedMaster.newSlave(this);
997
    }
998

    
999
///////////////////////////////////////////////////////////////////////////////////////////////////
1000
/**
1001
 * Removes all children Nodes.
1002
 * <p>
1003
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
1004
 * DistortedMaster (by calling doWork())
1005
 */
1006
  public void detachAll()
1007
    {
1008
    mJobs.add(new Job(DETALL,null));
1009
    DistortedMaster.newSlave(this);
1010
    }
1011

    
1012
///////////////////////////////////////////////////////////////////////////////////////////////////
1013
/**
1014
 * This is not really part of the public API. Has to be public only because it is a part of the
1015
 * DistortedSlave interface, which should really be a class that we extend here instead but
1016
 * Java has no multiple inheritance.
1017
 *
1018
 * @y.exclude
1019
 */
1020
  public void doWork()
1021
    {
1022
    int num = mJobs.size();
1023
    Job job;
1024

    
1025
    for(int i=0; i<num; i++)
1026
      {
1027
      job = mJobs.remove(0);
1028

    
1029
      switch(job.type)
1030
        {
1031
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1032
                     job.node.setSurfaceParent(this);
1033
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1034
                     mNumChildren++;
1035
                     break;
1036
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1037
                       {
1038
                       job.node.setSurfaceParent(null);
1039
                       mNumChildren--;
1040
                       }
1041
                     break;
1042
        case DETALL: if( mNumChildren>0 )
1043
                       {
1044
                       DistortedNode tmp;
1045

    
1046
                       for(int j=mNumChildren-1; j>=0; j--)
1047
                         {
1048
                         tmp = mChildren.remove(j);
1049
                         tmp.setSurfaceParent(null);
1050
                         }
1051

    
1052
                       mNumChildren = 0;
1053
                       }
1054
                     break;
1055
        case SORT  : mChildren.remove(job.node);
1056
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1057
                     break;
1058
        }
1059
      }
1060
    }
1061
}
(7-7/20)