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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ f4d6114c

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = null;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    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 i=0; i<EffectQuality.LENGTH; i++)
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        {
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        mBuffer[i] = null;
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        }
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      mBuffer = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutputFBO(fbo);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        setAsOutputFBO(time,fbo);
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        numRenders += child1.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket==0 )
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            {
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            clonePostprocessingViewport(this);
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            }
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          else
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              mBuffer[internalQuality].setAsOutputFBO(fbo);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer,fbo);
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            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
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            mBuffer[quality].setAsOutputAndClear(time,fbo);
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            }
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          internalQuality = currQueue.getInternalQuality();
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          quality         = currQueue.getQuality();
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          bucketChange    = i;
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          }
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        mBuffer[quality].setAsOutputFBO(time,fbo);
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        child1.drawNoBlend(time,mBuffer[quality]);
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        if( i==numChildren-1 )
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          {
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          for(int j=bucketChange; j<numChildren; j++)
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            {
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            child2 = children.get(j);
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            mBuffer[internalQuality].setAsOutputFBO(fbo);
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            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
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            }
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          numRenders += currQueue.postprocess(mBuffer,fbo);
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          numRenders += blitWithDepth(time, mBuffer[quality],fbo);
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          }
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        } // end postprocessed child case
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      lastQueue = currQueue;
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      lastBucket= currBucket;
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      } // end main for loop
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  ArrayList<DistortedNode> getChildren()
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    {
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    return mChildren;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public float getWidthCorrection()
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    {
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    return (float)mWidth/mRealWidth;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public float getHeightCorrection()
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    {
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    return (float)mHeight/mRealHeight;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Bind this Surface as a Framebuffer we can render to; always clear it's color bit.
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 *
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 * Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times
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 * per frame.
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 */
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  private void setAsOutputAndClear(long time,int fbo)
433 9455da17 Leszek Koltunski
    {
434 f4d6114c Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
435 9455da17 Leszek Koltunski
436 f4d6114c Leszek Koltunski
    mTime[fbo] = time;    // have to do this otherwise on the next setAsOutput() we would clear
437 9455da17 Leszek Koltunski
    DistortedRenderState.colorDepthStencilOn();
438
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
439
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
440
    DistortedRenderState.colorDepthStencilRestore();
441
    }
442
443 9d845904 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
444
445 f4d6114c Leszek Koltunski
  private void setAsOutputFBO(long time, int fbo)
446 9d845904 Leszek Koltunski
    {
447
    if( fbo>=0 && fbo<mNumFBOs )
448
      {
449
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
450
451
      if (mTime[fbo] != time)
452
        {
453
        mTime[fbo] = time;
454
        clear();
455
        }
456
      }
457
    else
458
      {
459 f4d6114c Leszek Koltunski
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
460
      }
461
    }
462
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * Not part of the Public API.
466
 *
467
 * @y.exclude
468
 */
469
  public void setAsOutputFBO(int fbo)
470
    {
471
    if( fbo>=0 && fbo<mNumFBOs )
472
      {
473
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
474
      }
475
    else
476
      {
477
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
478 9d845904 Leszek Koltunski
      }
479
    }
480
481 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
482
// PUBLIC API
483 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
484 9d845904 Leszek Koltunski
/**
485
 * Draws all the attached children to this OutputSurface's 0th FBO.
486
 * <p>
487
 * Must be called from a thread holding OpenGL Context.
488
 *
489
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
490
 * @return Number of objects rendered.
491
 */
492
  public int render(long time)
493
    {
494
    return render(time,0);
495
    }
496 86e99907 leszek
497 9d845904 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
498 c5369f1b leszek
/**
499 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
500 af4cc5db Leszek Koltunski
 * <p>
501
 * Must be called from a thread holding OpenGL Context.
502
 *
503 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
504 9d845904 Leszek Koltunski
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
505 7691a39f leszek
 * @return Number of objects rendered.
506 c5369f1b leszek
 */
507 9d845904 Leszek Koltunski
  public int render(long time, int fbo)
508 af4cc5db Leszek Koltunski
    {
509 c204c69d leszek
    // change tree topology (attach and detach children)
510 889cce10 Leszek Koltunski
/*
511 42571056 Leszek Koltunski
    boolean changed1 =
512 889cce10 Leszek Koltunski
*/
513 efe3d8fe leszek
    DistortedMaster.toDo();
514 eadf0859 leszek
/*
515 42571056 Leszek Koltunski
    if( changed1 )
516 c204c69d leszek
      {
517
      for(int i=0; i<mNumChildren; i++)
518
        {
519 af27df87 leszek
        mChildren.get(i).debug(0);
520 c204c69d leszek
        }
521 af27df87 leszek
522 7691a39f leszek
      DistortedNode.debugMap();
523 c204c69d leszek
      }
524 eadf0859 leszek
*/
525 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
526
    // Watch out: FIRST change topology, only then deal
527
    // with OpenGL resources. That's because changing Tree
528
    // can result in additional Framebuffers that would need
529
    // to be created immediately, before the calls to drawRecursive()
530 42571056 Leszek Koltunski
/*
531
    boolean changed2 =
532
*/
533 f8377ef8 leszek
    toDo();
534 eadf0859 leszek
/*
535 42571056 Leszek Koltunski
    if( changed2 )
536 af27df87 leszek
      {
537 226144d0 leszek
      DistortedObject.debugLists();
538 42571056 Leszek Koltunski
      }
539 eadf0859 leszek
*/
540 c834348d leszek
    // mark OpenGL state as unknown
541
    DistortedRenderState.reset();
542 2ed1c692 leszek
543 b2939df4 Leszek Koltunski
    int numRenders=0;
544 7691a39f leszek
545 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
546 af4cc5db Leszek Koltunski
      {
547 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
548 af4cc5db Leszek Koltunski
      }
549 7691a39f leszek
550 9d845904 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
551 b2939df4 Leszek Koltunski
552 7691a39f leszek
    return numRenders;
553 af4cc5db Leszek Koltunski
    }
554
555
///////////////////////////////////////////////////////////////////////////////////////////////////
556 c5369f1b leszek
/**
557
 * Bind this Surface as a Framebuffer we can render to.
558 02ab6f9d leszek
 *
559
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
560
 *             out if this is the first time during present frame that this FBO is being set as output.
561
 *             If so, the library, in addition to binding the Surface for output, also clears the
562
 *             Surface's color and depth attachments.
563 c5369f1b leszek
 */
564 95c441a2 leszek
  public void setAsOutput(long time)
565 a436ccc5 leszek
    {
566 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
567 95c441a2 leszek
568 9d845904 Leszek Koltunski
    if( mTime[0]!=time )
569 95c441a2 leszek
      {
570 9d845904 Leszek Koltunski
      mTime[0] = time;
571 040cd18c Leszek Koltunski
      clear();
572 95c441a2 leszek
      }
573 a436ccc5 leszek
    }
574 af4cc5db Leszek Koltunski
575 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
576
/**
577
 * Bind this Surface as a Framebuffer we can render to.
578
 * <p>
579
 * This version does not attempt to clear anything.
580
 */
581
582
  public void setAsOutput()
583
    {
584 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
585 1dfc9074 leszek
    }
586
587
///////////////////////////////////////////////////////////////////////////////////////////////////
588
/**
589
 * Return the Near plane of the Projection included in the Surface.
590
 *
591
 * @return the Near plane.
592
 */
593
  public float getNear()
594
    {
595
    return mNear;
596
    }
597
598 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
599
/**
600
 * Set mipmap level.
601
 * <p>
602
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
603
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
604
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
605
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
606
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
607
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
608 8426bd6a Leszek Koltunski
 * <p>
609
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
610
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
611
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
612
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
613 638b5b5c leszek
 *
614
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
615
 *               does not make any sense (that would result in loss of speed and no gain in quality)
616
 */
617
  public void setMipmap(float mipmap)
618
    {
619
    mMipmap = mipmap;
620
    }
621
622 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
623
/**
624 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
625 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
626 a9f41fa3 leszek
 *
627
 * @param r the Red component. Default: 0.0f
628
 * @param g the Green component. Default: 0.0f
629
 * @param b the Blue component. Default: 0.0f
630
 * @param a the Alpha component. Default: 0.0f
631
 */
632
  public void glClearColor(float r, float g, float b, float a)
633
    {
634
    mClearR = r;
635
    mClearG = g;
636
    mClearB = b;
637
    mClearA = a;
638
    }
639
640
///////////////////////////////////////////////////////////////////////////////////////////////////
641
/**
642 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
643
 * the Depth buffer of our Surface at the beginning of each frame.
644 a9f41fa3 leszek
 *
645
 * @param d the Depth. Default: 1.0f
646
 */
647
  public void glClearDepthf(float d)
648
    {
649
    mClearDepth = d;
650
    }
651
652 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
653
/**
654
 * Uses glClearStencil() to set up a value with which to clear the
655
 * Stencil buffer of our Surface at the beginning of each frame.
656
 *
657
 * @param s the Stencil. Default: 0
658
 */
659
  public void glClearStencil(int s)
660
    {
661
    mClearStencil = s;
662
    }
663
664 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
665
/**
666
 * Which buffers to Clear at the beginning of each frame?
667
 * <p>
668
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
669
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
670
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
671
 *
672
 * @param mask bitwise OR of BUFFER_BITs to clear.
673
 */
674
  public void glClear(int mask)
675
    {
676
    mClear = mask;
677
    }
678
679 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
680
/**
681
 * Create new Projection matrix.
682
 *
683
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
684 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
685
 * @param near Distance between the screen plane and the near plane.
686 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
687
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
688 af4cc5db Leszek Koltunski
 */
689 54fe333a leszek
  public void setProjection(float fov, float near)
690 af4cc5db Leszek Koltunski
    {
691 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
692
      {
693
      mFOV = fov;
694
      }
695
696
    if( near<   1.0f && near> 0.0f )
697
      {
698
      mNear= near;
699
      }
700
    else if( near<=0.0f )
701
      {
702
      mNear = 0.01f;
703
      }
704
    else if( near>=1.0f )
705
      {
706
      mNear=0.99f;
707
      }
708 af4cc5db Leszek Koltunski
709 040cd18c Leszek Koltunski
    if( mBuffer!=null )
710 1dfc9074 leszek
      {
711
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
712
      }
713
714 af4cc5db Leszek Koltunski
    createProjection();
715
    }
716
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718 c5369f1b leszek
/**
719 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
720 c7da4e65 leszek
 * <p>
721
 * This method can be safely called mid-render as it doesn't interfere with rendering.
722 af4cc5db Leszek Koltunski
 *
723
 * @param width The new width.
724
 * @param height The new height.
725 c5369f1b leszek
 */
726 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
727
    {
728
    if( mWidth!=width || mHeight!=height )
729
      {
730 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
731
      mHeight= mRealHeight= height;
732 f8377ef8 leszek
733
      createProjection();
734
735 c7da4e65 leszek
      if( mColorCreated==CREATED )
736 f8377ef8 leszek
        {
737 f28fffc2 Leszek Koltunski
        markForCreation();
738 f8377ef8 leszek
        recreate();
739
        }
740 af4cc5db Leszek Koltunski
      }
741
    }
742 a09ada4c Leszek Koltunski
743 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
746 a436ccc5 leszek
 *
747 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
748 a436ccc5 leszek
 */
749 89de975c leszek
  public boolean hasDepth()
750 a436ccc5 leszek
    {
751 89de975c leszek
    return mDepthStencilCreated==CREATED;
752 a436ccc5 leszek
    }
753
754
///////////////////////////////////////////////////////////////////////////////////////////////////
755
/**
756 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
757 a436ccc5 leszek
 *
758 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
759 a436ccc5 leszek
 */
760 89de975c leszek
  public boolean hasStencil()
761 a436ccc5 leszek
    {
762 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
763 a436ccc5 leszek
    }
764
765 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Adds a new child to the last position in the list of our Surface's children.
768 c204c69d leszek
 * <p>
769
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
770 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
771 a09ada4c Leszek Koltunski
 *
772
 * @param node The new Node to add.
773
 */
774 c204c69d leszek
  public void attach(DistortedNode node)
775 a09ada4c Leszek Koltunski
    {
776 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
777 efe3d8fe leszek
    DistortedMaster.newSlave(this);
778 a09ada4c Leszek Koltunski
    }
779
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782
 * Adds a new child to the last position in the list of our Surface's children.
783 c204c69d leszek
 * <p>
784
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
785 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
786 a09ada4c Leszek Koltunski
 *
787
 * @param surface InputSurface to initialize our child Node with.
788
 * @param effects DistortedEffects to initialize our child Node with.
789
 * @param mesh MeshObject to initialize our child Node with.
790
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
791
 */
792 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
793 a09ada4c Leszek Koltunski
    {
794
    DistortedNode node = new DistortedNode(surface,effects,mesh);
795 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
796 efe3d8fe leszek
    DistortedMaster.newSlave(this);
797 c204c69d leszek
    return node;
798
    }
799
800 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
801
/**
802
 * Removes the first occurrence of a specified child from the list of children of our Surface.
803
 * <p>
804
 * A bit questionable method as there can be many different Nodes attached as children, some
805
 * of them having the same Effects but - for instance - different Mesh. Use with care.
806
 * <p>
807
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
808 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
809 af27df87 leszek
 *
810
 * @param effects DistortedEffects to remove.
811
 */
812
  public void detach(DistortedEffects effects)
813
    {
814
    long id = effects.getID();
815
    DistortedNode node;
816 8baa1fe6 Leszek Koltunski
    boolean detached = false;
817 af27df87 leszek
818
    for(int i=0; i<mNumChildren; i++)
819
      {
820
      node = mChildren.get(i);
821
822
      if( node.getEffects().getID()==id )
823
        {
824 8baa1fe6 Leszek Koltunski
        detached = true;
825 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
826 efe3d8fe leszek
        DistortedMaster.newSlave(this);
827 af27df87 leszek
        break;
828
        }
829
      }
830 8baa1fe6 Leszek Koltunski
831
    if( !detached )
832
      {
833
      // if we failed to detach any, it still might be the case that
834 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
835
      int num = mJobs.size();
836
      Job job;
837
838
      for(int i=0; i<num; i++)
839
        {
840
        job = mJobs.get(i);
841
842
        if( job.type==ATTACH && job.node.getEffects()==effects )
843
          {
844
          mJobs.remove(i);
845
          break;
846
          }
847
        }
848 8baa1fe6 Leszek Koltunski
      }
849 af27df87 leszek
    }
850
851 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * Removes the first occurrence of a specified child from the list of children of our Surface.
854 c204c69d leszek
 * <p>
855
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
856 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
857 c204c69d leszek
 *
858
 * @param node The Node to remove.
859
 */
860
  public void detach(DistortedNode node)
861
    {
862 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
863 efe3d8fe leszek
    DistortedMaster.newSlave(this);
864 a09ada4c Leszek Koltunski
    }
865
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * Removes all children Nodes.
869 c204c69d leszek
 * <p>
870
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
871 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
872 c204c69d leszek
 */
873
  public void detachAll()
874
    {
875 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
876 efe3d8fe leszek
    DistortedMaster.newSlave(this);
877 c204c69d leszek
    }
878
879
///////////////////////////////////////////////////////////////////////////////////////////////////
880
/**
881
 * This is not really part of the public API. Has to be public only because it is a part of the
882 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
883 c204c69d leszek
 * Java has no multiple inheritance.
884 43fbf0dd leszek
 *
885
 * @y.exclude
886 a09ada4c Leszek Koltunski
 */
887 efe3d8fe leszek
  public void doWork()
888 a09ada4c Leszek Koltunski
    {
889 efe3d8fe leszek
    int num = mJobs.size();
890
    Job job;
891
892
    for(int i=0; i<num; i++)
893
      {
894
      job = mJobs.remove(0);
895
896
      switch(job.type)
897
        {
898 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
899
                     job.node.setSurfaceParent(this);
900 040cd18c Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
901 efe3d8fe leszek
                     mNumChildren++;
902
                     break;
903 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
904 efe3d8fe leszek
                       {
905 be60d4ff leszek
                       job.node.setSurfaceParent(null);
906 efe3d8fe leszek
                       mNumChildren--;
907
                       }
908
                     break;
909 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
910 efe3d8fe leszek
                       {
911 be60d4ff leszek
                       DistortedNode tmp;
912
913
                       for(int j=mNumChildren-1; j>=0; j--)
914
                         {
915
                         tmp = mChildren.remove(j);
916
                         tmp.setSurfaceParent(null);
917
                         }
918
919 efe3d8fe leszek
                       mNumChildren = 0;
920
                       }
921
                     break;
922 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
923 040cd18c Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
924 efe3d8fe leszek
                     break;
925
        }
926
      }
927 a09ada4c Leszek Koltunski
    }
928 af4cc5db Leszek Koltunski
}