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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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255
        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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258
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
259
          {
260
          surface.mRealWidth = maxw;
261
          surface.mRealHeight = maxh;
262

    
263
          surface.recreate();
264
          surface.create();
265
          }
266
        }
267
      }
268
    }
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270
///////////////////////////////////////////////////////////////////////////////////////////////////
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272
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
273
    {
274
    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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284
    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);
287
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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290
    // clear buffers
291
    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
293
    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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298
    buffer.setAsOutputFBO(fbo);
299
    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);
302
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
303

    
304
    return 1;
305
    }
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307
///////////////////////////////////////////////////////////////////////////////////////////////////
308

    
309
  void clear()
310
    {
311
    DistortedRenderState.colorDepthStencilOn();
312
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
313
    GLES31.glClearDepthf(mClearDepth);
314
    GLES31.glClearStencil(mClearStencil);
315
    GLES31.glClear(mClear);
316
    DistortedRenderState.colorDepthStencilRestore();
317
    }
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319
///////////////////////////////////////////////////////////////////////////////////////////////////
320
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
321
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
322
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
323

    
324
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
325
    {
326
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
327
    DistortedNode child1, child2;
328
    EffectQueuePostprocess lastQueue=null, currQueue;
329
    long lastBucket=0, currBucket;
330

    
331
    for(int i=0; i<numChildren; i++)
332
      {
333
      child1 = children.get(i);
334
      currQueue = child1.getPostprocessQueue();
335
      currBucket= currQueue.getID();
336

    
337
      if( currBucket==0 )
338
        {
339
        setAsOutputFBO(time,fbo);
340
        numRenders += child1.draw(time,this);
341
        }
342
      else
343
        {
344
        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
345

    
346
        if( lastBucket!=currBucket )
347
          {
348
          if( lastBucket==0 )
349
            {
350
            clonePostprocessingViewport(this);
351
            }
352
          else
353
            {
354
            for(int j=bucketChange; j<i; j++)
355
              {
356
              child2 = children.get(j);
357
              mBuffer[internalQuality].setAsOutputFBO(fbo);
358
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
359
              }
360

    
361
            numRenders += lastQueue.postprocess(mBuffer,fbo);
362
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
363

    
364
            mBuffer[quality].setAsOutputAndClear(time,fbo);
365
            }
366

    
367
          internalQuality = currQueue.getInternalQuality();
368
          quality         = currQueue.getQuality();
369
          bucketChange    = i;
370
          }
371

    
372
        mBuffer[quality].setAsOutputFBO(time,fbo);
373
        child1.drawNoBlend(time,mBuffer[quality]);
374

    
375
        if( i==numChildren-1 )
376
          {
377
          for(int j=bucketChange; j<numChildren; j++)
378
            {
379
            child2 = children.get(j);
380
            mBuffer[internalQuality].setAsOutputFBO(fbo);
381
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
382
            }
383

    
384
          numRenders += currQueue.postprocess(mBuffer,fbo);
385
          numRenders += blitWithDepth(time, mBuffer[quality],fbo);
386
          }
387
        } // end postprocessed child case
388

    
389
      lastQueue = currQueue;
390
      lastBucket= currBucket;
391
      } // end main for loop
392

    
393
    return numRenders;
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397

    
398
  ArrayList<DistortedNode> getChildren()
399
    {
400
    return mChildren;
401
    }
402

    
403
///////////////////////////////////////////////////////////////////////////////////////////////////
404
/**
405
 * Not part of the Public API.
406
 *
407
 * @y.exclude
408
 */
409
  public float getWidthCorrection()
410
    {
411
    return (float)mWidth/mRealWidth;
412
    }
413

    
414
///////////////////////////////////////////////////////////////////////////////////////////////////
415
/**
416
 * Not part of the Public API.
417
 *
418
 * @y.exclude
419
 */
420
  public float getHeightCorrection()
421
    {
422
    return (float)mHeight/mRealHeight;
423
    }
424

    
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426
/**
427
 * Bind this Surface as a Framebuffer we can render to; always clear it's color bit.
428
 *
429
 * Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times
430
 * per frame.
431
 */
432
  private void setAsOutputAndClear(long time,int fbo)
433
    {
434
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
435

    
436
    mTime[fbo] = time;    // have to do this otherwise on the next setAsOutput() we would clear
437
    DistortedRenderState.colorDepthStencilOn();
438
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
439
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
440
    DistortedRenderState.colorDepthStencilRestore();
441
    }
442

    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444

    
445
  private void setAsOutputFBO(long time, int fbo)
446
    {
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
      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
      }
479
    }
480

    
481
///////////////////////////////////////////////////////////////////////////////////////////////////
482
// PUBLIC API
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
/**
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

    
497
///////////////////////////////////////////////////////////////////////////////////////////////////
498
/**
499
 * Draws all the attached children to this OutputSurface.
500
 * <p>
501
 * Must be called from a thread holding OpenGL Context.
502
 *
503
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
504
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
505
 * @return Number of objects rendered.
506
 */
507
  public int render(long time, int fbo)
508
    {
509
    // change tree topology (attach and detach children)
510
/*
511
    boolean changed1 =
512
*/
513
    DistortedMaster.toDo();
514
/*
515
    if( changed1 )
516
      {
517
      for(int i=0; i<mNumChildren; i++)
518
        {
519
        mChildren.get(i).debug(0);
520
        }
521

    
522
      DistortedNode.debugMap();
523
      }
524
*/
525
    // 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
/*
531
    boolean changed2 =
532
*/
533
    toDo();
534
/*
535
    if( changed2 )
536
      {
537
      DistortedObject.debugLists();
538
      }
539
*/
540
    // mark OpenGL state as unknown
541
    DistortedRenderState.reset();
542

    
543
    int numRenders=0;
544

    
545
    for(int i=0; i<mNumChildren; i++)
546
      {
547
      numRenders += mChildren.get(i).renderRecursive(time);
548
      }
549

    
550
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
551

    
552
    return numRenders;
553
    }
554

    
555
///////////////////////////////////////////////////////////////////////////////////////////////////
556
/**
557
 * Bind this Surface as a Framebuffer we can render to.
558
 *
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
 */
564
  public void setAsOutput(long time)
565
    {
566
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
567

    
568
    if( mTime[0]!=time )
569
      {
570
      mTime[0] = time;
571
      clear();
572
      }
573
    }
574

    
575
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
585
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
623
/**
624
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
625
 * this Surface at the beginning of each frame.
626
 *
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
 * 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
 *
645
 * @param d the Depth. Default: 1.0f
646
 */
647
  public void glClearDepthf(float d)
648
    {
649
    mClearDepth = d;
650
    }
651

    
652
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
680
/**
681
 * Create new Projection matrix.
682
 *
683
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
684
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
685
 * @param near Distance between the screen plane and the near plane.
686
 *             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
 */
689
  public void setProjection(float fov, float near)
690
    {
691
    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

    
709
    if( mBuffer!=null )
710
      {
711
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
712
      }
713

    
714
    createProjection();
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * Resize the underlying Framebuffer.
720
 * <p>
721
 * This method can be safely called mid-render as it doesn't interfere with rendering.
722
 *
723
 * @param width The new width.
724
 * @param height The new height.
725
 */
726
  public void resize(int width, int height)
727
    {
728
    if( mWidth!=width || mHeight!=height )
729
      {
730
      mWidth = mRealWidth = width;
731
      mHeight= mRealHeight= height;
732

    
733
      createProjection();
734

    
735
      if( mColorCreated==CREATED )
736
        {
737
        markForCreation();
738
        recreate();
739
        }
740
      }
741
    }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Return true if the Surface contains a DEPTH attachment.
746
 *
747
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
748
 */
749
  public boolean hasDepth()
750
    {
751
    return mDepthStencilCreated==CREATED;
752
    }
753

    
754
///////////////////////////////////////////////////////////////////////////////////////////////////
755
/**
756
 * Return true if the Surface contains a STENCIL attachment.
757
 *
758
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
759
 */
760
  public boolean hasStencil()
761
    {
762
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Adds a new child to the last position in the list of our Surface's children.
768
 * <p>
769
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
770
 * DistortedMaster (by calling doWork())
771
 *
772
 * @param node The new Node to add.
773
 */
774
  public void attach(DistortedNode node)
775
    {
776
    mJobs.add(new Job(ATTACH,node));
777
    DistortedMaster.newSlave(this);
778
    }
779

    
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782
 * Adds a new child to the last position in the list of our Surface's children.
783
 * <p>
784
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
785
 * DistortedMaster (by calling doWork())
786
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
793
    {
794
    DistortedNode node = new DistortedNode(surface,effects,mesh);
795
    mJobs.add(new Job(ATTACH,node));
796
    DistortedMaster.newSlave(this);
797
    return node;
798
    }
799

    
800
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
809
 *
810
 * @param effects DistortedEffects to remove.
811
 */
812
  public void detach(DistortedEffects effects)
813
    {
814
    long id = effects.getID();
815
    DistortedNode node;
816
    boolean detached = false;
817

    
818
    for(int i=0; i<mNumChildren; i++)
819
      {
820
      node = mChildren.get(i);
821

    
822
      if( node.getEffects().getID()==id )
823
        {
824
        detached = true;
825
        mJobs.add(new Job(DETACH,node));
826
        DistortedMaster.newSlave(this);
827
        break;
828
        }
829
      }
830

    
831
    if( !detached )
832
      {
833
      // if we failed to detach any, it still might be the case that
834
      // 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
      }
849
    }
850

    
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * Removes the first occurrence of a specified child from the list of children of our Surface.
854
 * <p>
855
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
856
 * DistortedMaster (by calling doWork())
857
 *
858
 * @param node The Node to remove.
859
 */
860
  public void detach(DistortedNode node)
861
    {
862
    mJobs.add(new Job(DETACH,node));
863
    DistortedMaster.newSlave(this);
864
    }
865

    
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * Removes all children Nodes.
869
 * <p>
870
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
871
 * DistortedMaster (by calling doWork())
872
 */
873
  public void detachAll()
874
    {
875
    mJobs.add(new Job(DETALL,null));
876
    DistortedMaster.newSlave(this);
877
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
883
 * Java has no multiple inheritance.
884
 *
885
 * @y.exclude
886
 */
887
  public void doWork()
888
    {
889
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
899
                     job.node.setSurfaceParent(this);
900
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
901
                     mNumChildren++;
902
                     break;
903
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
904
                       {
905
                       job.node.setSurfaceParent(null);
906
                       mNumChildren--;
907
                       }
908
                     break;
909
        case DETALL: if( mNumChildren>0 )
910
                       {
911
                       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
                       mNumChildren = 0;
920
                       }
921
                     break;
922
        case SORT  : mChildren.remove(job.node);
923
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
924
                     break;
925
        }
926
      }
927
    }
928
}
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