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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ bbe3283b

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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 static DistortedOutputSurface   mBufferOIT;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2, BOTH_DEPTH_STENCIL, TYPE_SYST, (int) (width * mipmap), (int) (height * mipmap));
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    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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    mBufferOIT = null;
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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 Vieport 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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    {
262
    if( mBufferOIT==null )
263
      {
264
      mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight);
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      mBufferOIT.mMipmap = 1.0f;
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      mBufferOIT.mNear = buffer.mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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269
      DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
270
      }
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272
    if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight )
273
      {
274
      mBufferOIT.mWidth  = (int)(buffer.mWidth *mBufferOIT.mMipmap);
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      mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap);
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277
      mBufferOIT.mNear   = buffer.mNear;  // Near plane is independent of the mipmap level
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279
      //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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281
      mBufferOIT.createProjection();
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283
      int maxw = mBufferOIT.mWidth  > mBufferOIT.mRealWidth  ? mBufferOIT.mWidth  : mBufferOIT.mRealWidth;
284
      int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight;
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286
      if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight)
287
        {
288
        mBufferOIT.mRealWidth = maxw;
289
        mBufferOIT.mRealHeight = maxh;
290

    
291
        mBufferOIT.recreate();
292
        mBufferOIT.create();
293
        }
294
      }
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296
    if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV )
297
      {
298
      mBufferOIT.mNear = buffer.mNear;
299
      mBufferOIT.mFOV  = buffer.mFOV;
300
      mBufferOIT.createProjection();
301
      }
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303
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
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    DistortedRenderState.colorDepthStencilOn();
305
    GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA);
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    GLES31.glClearDepthf(buffer.mClearDepth);
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    GLES31.glClearStencil(buffer.mClearStencil);
308
    GLES31.glClear(buffer.mClear);
309
    DistortedRenderState.colorDepthStencilRestore();
310

    
311
    DistortedEffects.zeroOutAtomic();
312
    DistortedEffects.oitClear(buffer);
313

    
314
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
315
    }
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317
///////////////////////////////////////////////////////////////////////////////////////////////////
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319
  private int oitBuild(DistortedOutputSurface buffer)
320
    {
321
    GLES31.glViewport(0, 0, mWidth, mHeight);
322
    setAsOutput();
323
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
324
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
325
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
326
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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328
    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
329
    //GLES31.glStencilMask(0x00);
330

    
331
    DistortedRenderState.colorDepthStencilOn();
332
    DistortedRenderState.enableDepthTest();
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334
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
335
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
337
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
338
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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340
    DistortedRenderState.colorDepthStencilRestore();
341
    DistortedRenderState.restoreDepthTest();
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343
    return 1;
344
    }
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346
///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  private int oitRender(long currTime, DistortedOutputSurface buffer)
349
    {
350
    if( buffer==this )
351
      {
352
      android.util.Log.e("surface", "feedback loop in oitRender!");
353
      return 0;
354
      }
355

    
356
    GLES31.glViewport(0, 0, mWidth, mHeight);
357
    setAsOutput(currTime);
358
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
359
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
360
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
361
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
362

    
363
    DistortedRenderState.disableStencil();
364
    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
365
    DistortedRenderState.restoreStencil();
366

    
367
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
368
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
369

    
370
    return 1;
371
    }
372

    
373
///////////////////////////////////////////////////////////////////////////////////////////////////
374

    
375
  private static void clearBuffer(DistortedOutputSurface buffer)
376
    {
377
    GLES31.glStencilMask(0xff);
378
    GLES31.glDepthMask(true);
379
    GLES31.glColorMask(true,true,true,true);
380
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
381
    GLES31.glClearDepthf(1.0f);
382
    GLES31.glClearStencil(0);
383

    
384
    buffer.setAsOutput();
385
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
386
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
387

    
388
    for(int i=buffer.mNumColors-2; i>=0; i--)
389
      {
390
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
391
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
392
      }
393
    }
394

    
395
///////////////////////////////////////////////////////////////////////////////////////////////////
396

    
397
  void clear()
398
    {
399
    DistortedRenderState.colorDepthStencilOn();
400
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
401
    GLES31.glClearDepthf(mClearDepth);
402
    GLES31.glClearStencil(mClearStencil);
403
    GLES31.glClear(mClear);
404
    DistortedRenderState.colorDepthStencilRestore();
405
    }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
409
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
410
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
411

    
412
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
413
    {
414
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
415
    DistortedNode child1, child2;
416
    EffectQueuePostprocess lastQueue=null, currQueue;
417
    long lastBucket=0, currBucket=0;
418

    
419
    oitClear(this);
420

    
421
    for(int i=0; i<numChildren; i++)
422
      {
423
      child1 = children.get(i);
424
      currQueue = child1.getPostprocessQueue();
425
      currBucket= currQueue.getID();
426

    
427
      if( currBucket==0 )
428
        {
429
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
430
        numRenders += child1.draw(time, mBufferOIT);
431

    
432
        //setAsOutput(time);
433
        //numRenders += child1.draw(time,this);
434
        }
435
      else
436
        {
437
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
438

    
439
        if( lastBucket!=currBucket )
440
          {
441
          if( lastBucket==0 )
442
            {
443
            clonePostprocessingViewport(this);
444
            }
445
          else
446
            {
447
            for(int j=bucketChange; j<i; j++)
448
              {
449
              child2 = children.get(j);
450
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
451
              }
452

    
453
            numRenders += lastQueue.postprocess(mBuffer);
454
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
455
            clearBuffer(mBuffer[quality]);
456
            }
457

    
458
          internalQuality = currQueue.getInternalQuality();
459
          quality         = currQueue.getQuality();
460
          bucketChange    = i;
461
          }
462

    
463
        mBuffer[quality].setAsOutput(time);
464
        child1.drawNoBlend(time,mBuffer[quality]);
465

    
466
        if( i==numChildren-1 )
467
          {
468
          for(int j=bucketChange; j<numChildren; j++)
469
            {
470
            child2 = children.get(j);
471
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
472
            }
473

    
474
          numRenders += currQueue.postprocess(mBuffer);
475
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
476
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
477
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
478
          clearBuffer(mBuffer[quality]);
479
          }
480
        } // end else (postprocessed child)
481

    
482
      lastQueue = currQueue;
483
      lastBucket= currBucket;
484
      } // end main for loop
485

    
486
    if( currBucket==0 ) // there was no postprocessing - we need to merge the main buffer
487
      {
488
      numRenders += oitRender(time,mBufferOIT);
489
      }
490

    
491
    return numRenders;
492
    }
493

    
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495

    
496
  ArrayList<DistortedNode> getChildren()
497
    {
498
    return mChildren;
499
    }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
/**
503
 * Not part of the Public API.
504
 *
505
 * @y.exclude
506
 */
507
  public float getWidthCorrection()
508
    {
509
    return (float)mWidth/mRealWidth;
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Not part of the Public API.
515
 *
516
 * @y.exclude
517
 */
518
  public float getHeightCorrection()
519
    {
520
    return (float)mHeight/mRealHeight;
521
    }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
// PUBLIC API
525
///////////////////////////////////////////////////////////////////////////////////////////////////
526
/**
527
 * Draws all the attached children to this OutputSurface.
528
 * <p>
529
 * Must be called from a thread holding OpenGL Context.
530
 *
531
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
532
 * @return Number of objects rendered.
533
 */
534
  public int render(long time)
535
    {
536
    // change tree topology (attach and detach children)
537
/*
538
    boolean changed1 =
539
*/
540
    DistortedMaster.toDo();
541
/*
542
    if( changed1 )
543
      {
544
      for(int i=0; i<mNumChildren; i++)
545
        {
546
        mChildren.get(i).debug(0);
547
        }
548

    
549
      DistortedNode.debugMap();
550
      }
551
*/
552
    // create and delete all underlying OpenGL resources
553
    // Watch out: FIRST change topology, only then deal
554
    // with OpenGL resources. That's because changing Tree
555
    // can result in additional Framebuffers that would need
556
    // to be created immediately, before the calls to drawRecursive()
557
/*
558
    boolean changed2 =
559
*/
560
    toDo();
561
/*
562
    if( changed2 )
563
      {
564
      DistortedObject.debugLists();
565
      }
566
*/
567
    // mark OpenGL state as unknown
568
    DistortedRenderState.reset();
569

    
570
    int numRenders=0;
571

    
572
    for(int i=0; i<mNumChildren; i++)
573
      {
574
      numRenders += mChildren.get(i).renderRecursive(time);
575
      }
576

    
577
    setAsOutput(time);
578
    numRenders += renderChildren(time,mNumChildren,mChildren);
579

    
580
    return numRenders;
581
    }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
/**
585
 * Bind this Surface as a Framebuffer we can render to.
586
 *
587
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
588
 *             out if this is the first time during present frame that this FBO is being set as output.
589
 *             If so, the library, in addition to binding the Surface for output, also clears the
590
 *             Surface's color and depth attachments.
591
 */
592
  public void setAsOutput(long time)
593
    {
594
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
595

    
596
    if( mTime!=time )
597
      {
598
      mTime = time;
599
      clear();
600
      }
601
    }
602

    
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * Bind this Surface as a Framebuffer we can render to.
606
 * <p>
607
 * This version does not attempt to clear anything.
608
 */
609

    
610
  public void setAsOutput()
611
    {
612
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
/**
617
 * Return the Near plane of the Projection included in the Surface.
618
 *
619
 * @return the Near plane.
620
 */
621
  public float getNear()
622
    {
623
    return mNear;
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Set mipmap level.
629
 * <p>
630
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
631
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
632
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
633
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
634
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
635
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
636
 * <p>
637
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
638
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
639
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
640
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
641
 *
642
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
643
 *               does not make any sense (that would result in loss of speed and no gain in quality)
644
 */
645
  public void setMipmap(float mipmap)
646
    {
647
    mMipmap = mipmap;
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651
/**
652
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
653
 * this Surface at the beginning of each frame.
654
 *
655
 * @param r the Red component. Default: 0.0f
656
 * @param g the Green component. Default: 0.0f
657
 * @param b the Blue component. Default: 0.0f
658
 * @param a the Alpha component. Default: 0.0f
659
 */
660
  public void glClearColor(float r, float g, float b, float a)
661
    {
662
    mClearR = r;
663
    mClearG = g;
664
    mClearB = b;
665
    mClearA = a;
666
    }
667

    
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
/**
670
 * Uses glClearDepthf() to set up a value with which to clear
671
 * the Depth buffer of our Surface at the beginning of each frame.
672
 *
673
 * @param d the Depth. Default: 1.0f
674
 */
675
  public void glClearDepthf(float d)
676
    {
677
    mClearDepth = d;
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Uses glClearStencil() to set up a value with which to clear the
683
 * Stencil buffer of our Surface at the beginning of each frame.
684
 *
685
 * @param s the Stencil. Default: 0
686
 */
687
  public void glClearStencil(int s)
688
    {
689
    mClearStencil = s;
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Which buffers to Clear at the beginning of each frame?
695
 * <p>
696
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
697
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
698
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
699
 *
700
 * @param mask bitwise OR of BUFFER_BITs to clear.
701
 */
702
  public void glClear(int mask)
703
    {
704
    mClear = mask;
705
    }
706

    
707
///////////////////////////////////////////////////////////////////////////////////////////////////
708
/**
709
 * Create new Projection matrix.
710
 *
711
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
712
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
713
 * @param near Distance between the screen plane and the near plane.
714
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
715
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
716
 */
717
  public void setProjection(float fov, float near)
718
    {
719
    if( fov < 180.0f && fov >=0.0f )
720
      {
721
      mFOV = fov;
722
      }
723

    
724
    if( near<   1.0f && near> 0.0f )
725
      {
726
      mNear= near;
727
      }
728
    else if( near<=0.0f )
729
      {
730
      mNear = 0.01f;
731
      }
732
    else if( near>=1.0f )
733
      {
734
      mNear=0.99f;
735
      }
736

    
737
    createProjection();
738
    }
739

    
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741
/**
742
 * Resize the underlying Framebuffer.
743
 * <p>
744
 * This method can be safely called mid-render as it doesn't interfere with rendering.
745
 *
746
 * @param width The new width.
747
 * @param height The new height.
748
 */
749
  public void resize(int width, int height)
750
    {
751
    if( mWidth!=width || mHeight!=height )
752
      {
753
      mWidth = mRealWidth = width;
754
      mHeight= mRealHeight= height;
755

    
756
      createProjection();
757

    
758
      if( mColorCreated==CREATED )
759
        {
760
        markForCreation();
761
        recreate();
762
        }
763
      }
764
    }
765

    
766
///////////////////////////////////////////////////////////////////////////////////////////////////
767
/**
768
 * Return true if the Surface contains a DEPTH attachment.
769
 *
770
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
771
 */
772
  public boolean hasDepth()
773
    {
774
    return mDepthStencilCreated==CREATED;
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * Return true if the Surface contains a STENCIL attachment.
780
 *
781
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
782
 */
783
  public boolean hasStencil()
784
    {
785
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
786
    }
787

    
788
///////////////////////////////////////////////////////////////////////////////////////////////////
789
/**
790
 * Adds a new child to the last position in the list of our Surface's children.
791
 * <p>
792
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
793
 * DistortedMaster (by calling doWork())
794
 *
795
 * @param node The new Node to add.
796
 */
797
  public void attach(DistortedNode node)
798
    {
799
    mJobs.add(new Job(ATTACH,node));
800
    DistortedMaster.newSlave(this);
801
    }
802

    
803
///////////////////////////////////////////////////////////////////////////////////////////////////
804
/**
805
 * Adds a new child to the last position in the list of our Surface's children.
806
 * <p>
807
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
808
 * DistortedMaster (by calling doWork())
809
 *
810
 * @param surface InputSurface to initialize our child Node with.
811
 * @param effects DistortedEffects to initialize our child Node with.
812
 * @param mesh MeshObject to initialize our child Node with.
813
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
814
 */
815
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
816
    {
817
    DistortedNode node = new DistortedNode(surface,effects,mesh);
818
    mJobs.add(new Job(ATTACH,node));
819
    DistortedMaster.newSlave(this);
820
    return node;
821
    }
822

    
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825
 * Removes the first occurrence of a specified child from the list of children of our Surface.
826
 * <p>
827
 * A bit questionable method as there can be many different Nodes attached as children, some
828
 * of them having the same Effects but - for instance - different Mesh. Use with care.
829
 * <p>
830
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
831
 * DistortedMaster (by calling doWork())
832
 *
833
 * @param effects DistortedEffects to remove.
834
 */
835
  public void detach(DistortedEffects effects)
836
    {
837
    long id = effects.getID();
838
    DistortedNode node;
839
    boolean detached = false;
840

    
841
    for(int i=0; i<mNumChildren; i++)
842
      {
843
      node = mChildren.get(i);
844

    
845
      if( node.getEffects().getID()==id )
846
        {
847
        detached = true;
848
        mJobs.add(new Job(DETACH,node));
849
        DistortedMaster.newSlave(this);
850
        break;
851
        }
852
      }
853

    
854
    if( !detached )
855
      {
856
      // if we failed to detach any, it still might be the case that
857
      // there's an ATTACH job that we need to cancel.
858
      int num = mJobs.size();
859
      Job job;
860

    
861
      for(int i=0; i<num; i++)
862
        {
863
        job = mJobs.get(i);
864

    
865
        if( job.type==ATTACH && job.node.getEffects()==effects )
866
          {
867
          mJobs.remove(i);
868
          break;
869
          }
870
        }
871
      }
872
    }
873

    
874
///////////////////////////////////////////////////////////////////////////////////////////////////
875
/**
876
 * Removes the first occurrence of a specified child from the list of children of our Surface.
877
 * <p>
878
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
879
 * DistortedMaster (by calling doWork())
880
 *
881
 * @param node The Node to remove.
882
 */
883
  public void detach(DistortedNode node)
884
    {
885
    mJobs.add(new Job(DETACH,node));
886
    DistortedMaster.newSlave(this);
887
    }
888

    
889
///////////////////////////////////////////////////////////////////////////////////////////////////
890
/**
891
 * Removes all children Nodes.
892
 * <p>
893
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
894
 * DistortedMaster (by calling doWork())
895
 */
896
  public void detachAll()
897
    {
898
    mJobs.add(new Job(DETALL,null));
899
    DistortedMaster.newSlave(this);
900
    }
901

    
902
///////////////////////////////////////////////////////////////////////////////////////////////////
903
/**
904
 * This is not really part of the public API. Has to be public only because it is a part of the
905
 * DistortedSlave interface, which should really be a class that we extend here instead but
906
 * Java has no multiple inheritance.
907
 *
908
 * @y.exclude
909
 */
910
  public void doWork()
911
    {
912
    int num = mJobs.size();
913
    Job job;
914

    
915
    for(int i=0; i<num; i++)
916
      {
917
      job = mJobs.remove(0);
918

    
919
      switch(job.type)
920
        {
921
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
922
                     job.node.setSurfaceParent(this);
923
                     DistortedMaster.addSorted(mChildren,job.node);
924
                     mNumChildren++;
925
                     break;
926
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
927
                       {
928
                       job.node.setSurfaceParent(null);
929
                       mNumChildren--;
930
                       }
931
                     break;
932
        case DETALL: if( mNumChildren>0 )
933
                       {
934
                       DistortedNode tmp;
935

    
936
                       for(int j=mNumChildren-1; j>=0; j--)
937
                         {
938
                         tmp = mChildren.remove(j);
939
                         tmp.setSurfaceParent(null);
940
                         }
941

    
942
                       mNumChildren = 0;
943
                       }
944
                     break;
945
        case SORT  : mChildren.remove(job.node);
946
                     DistortedMaster.addSorted(mChildren,job.node);
947
                     break;
948
        }
949
      }
950
    }
951
}
(8-8/21)