1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2016 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Distorted. //
|
5
|
// //
|
6
|
// Distorted is free software: you can redistribute it and/or modify //
|
7
|
// it under the terms of the GNU General Public License as published by //
|
8
|
// the Free Software Foundation, either version 2 of the License, or //
|
9
|
// (at your option) any later version. //
|
10
|
// //
|
11
|
// Distorted is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14
|
// GNU General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU General Public License //
|
17
|
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
|
20
|
package org.distorted.library;
|
21
|
|
22
|
import android.opengl.GLES20;
|
23
|
import android.opengl.Matrix;
|
24
|
|
25
|
import java.util.Iterator;
|
26
|
import java.util.LinkedList;
|
27
|
|
28
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
29
|
/**
|
30
|
* Class which represents a OpenGL Framebuffer object.
|
31
|
* <p>
|
32
|
* User is able to create either Framebuffers from objects already constructed outside
|
33
|
* of the library (the first constructor; primary use case: the screen) or an offscreen
|
34
|
* FBOs.
|
35
|
* <p>
|
36
|
* Keep all objects created in a static LinkedList. The point: we need to be able to mark
|
37
|
* Framebuffers for deletion, and delete all marked objects later at a convenient time (that's
|
38
|
* because we can only delete from a thread that holds the OpenGL context so here we provide a
|
39
|
* framework where one is able to mark for deletion at any time and actual deletion takes place
|
40
|
* on the next render).
|
41
|
*/
|
42
|
public class DistortedFramebuffer
|
43
|
{
|
44
|
private static final int FAILED_TO_CREATE = -1;
|
45
|
private static final int NOT_CREATED_YET = -2;
|
46
|
private static final int DONT_CREATE = -3;
|
47
|
|
48
|
private static boolean mListMarked = false;
|
49
|
private static LinkedList<DistortedFramebuffer> mList = new LinkedList<>();
|
50
|
|
51
|
private int[] colorIds = new int[1];
|
52
|
private int[] depthIds = new int[1];
|
53
|
private int[] fboIds = new int[1];
|
54
|
|
55
|
private boolean mMarked;
|
56
|
private boolean mDepthWanted;
|
57
|
|
58
|
private int mTexWidth, mTexHeight;
|
59
|
|
60
|
// Projection stuff
|
61
|
private float mX, mY, mFOV;
|
62
|
int mWidth,mHeight,mDepth;
|
63
|
float mDistance;
|
64
|
float[] mProjectionMatrix;
|
65
|
|
66
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
67
|
// Must be called from a thread holding OpenGL Context
|
68
|
|
69
|
void createFBO()
|
70
|
{
|
71
|
if( colorIds[0]==NOT_CREATED_YET )
|
72
|
{
|
73
|
GLES20.glGenTextures(1, colorIds, 0);
|
74
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, colorIds[0]);
|
75
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
|
76
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
|
77
|
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
|
78
|
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
|
79
|
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mTexWidth, mTexHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
|
80
|
|
81
|
GLES20.glGenFramebuffers(1, fboIds, 0);
|
82
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
|
83
|
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, colorIds[0], 0);
|
84
|
|
85
|
checkStatus("color");
|
86
|
}
|
87
|
if( mDepthWanted && depthIds[0]==NOT_CREATED_YET ) // we need to create a new DEPTH attachment
|
88
|
{
|
89
|
GLES20.glGenTextures(1, depthIds, 0);
|
90
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, depthIds[0]);
|
91
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
|
92
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
|
93
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
|
94
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
|
95
|
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_DEPTH_COMPONENT, mTexWidth, mTexHeight, 0, GLES20.GL_DEPTH_COMPONENT, GLES20.GL_UNSIGNED_SHORT, null);
|
96
|
|
97
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
|
98
|
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_TEXTURE_2D, depthIds[0], 0);
|
99
|
|
100
|
checkStatus("depth");
|
101
|
}
|
102
|
if( !mDepthWanted && depthIds[0]!=NOT_CREATED_YET ) // we need to detach and destroy the DEPTH attachment.
|
103
|
{
|
104
|
GLES20.glDeleteTextures(1, depthIds, 0);
|
105
|
depthIds[0]=NOT_CREATED_YET;
|
106
|
}
|
107
|
}
|
108
|
|
109
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
110
|
|
111
|
private boolean checkStatus(String message)
|
112
|
{
|
113
|
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
|
114
|
|
115
|
if(status != GLES20.GL_FRAMEBUFFER_COMPLETE)
|
116
|
{
|
117
|
android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
|
118
|
|
119
|
GLES20.glDeleteTextures(1, colorIds, 0);
|
120
|
GLES20.glDeleteTextures(1, depthIds, 0);
|
121
|
GLES20.glDeleteFramebuffers(1, fboIds, 0);
|
122
|
fboIds[0] = 0;
|
123
|
colorIds[0] = FAILED_TO_CREATE;
|
124
|
depthIds[0] = FAILED_TO_CREATE;
|
125
|
|
126
|
return false;
|
127
|
}
|
128
|
|
129
|
return true;
|
130
|
}
|
131
|
|
132
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
133
|
// Must be called from a thread holding OpenGL Context
|
134
|
|
135
|
private void deleteFBO()
|
136
|
{
|
137
|
if( colorIds[0]>=0 )
|
138
|
{
|
139
|
//android.util.Log.e("FBO", "deleting ("+mWidth+","+mHeight+") "+fboIds[0]);
|
140
|
|
141
|
if( depthIds[0]>=0 )
|
142
|
{
|
143
|
GLES20.glDeleteTextures(1, depthIds, 0);
|
144
|
depthIds[0]=NOT_CREATED_YET;
|
145
|
}
|
146
|
|
147
|
GLES20.glDeleteTextures(1, colorIds, 0);
|
148
|
colorIds[0] = NOT_CREATED_YET;
|
149
|
|
150
|
GLES20.glDeleteFramebuffers(1, fboIds, 0);
|
151
|
fboIds[0] = 0;
|
152
|
}
|
153
|
|
154
|
mMarked = false;
|
155
|
}
|
156
|
|
157
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
158
|
|
159
|
void setAsOutput()
|
160
|
{
|
161
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
|
162
|
|
163
|
if( depthIds[0]!=NOT_CREATED_YET )
|
164
|
{
|
165
|
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
166
|
GLES20.glDepthMask(true);
|
167
|
}
|
168
|
else
|
169
|
{
|
170
|
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
|
171
|
GLES20.glDepthMask(false);
|
172
|
}
|
173
|
}
|
174
|
|
175
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
176
|
|
177
|
void setAsInput()
|
178
|
{
|
179
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, colorIds[0]);
|
180
|
}
|
181
|
|
182
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
183
|
|
184
|
private void createProjection()
|
185
|
{
|
186
|
if( mWidth>0 && mHeight>1 )
|
187
|
{
|
188
|
if( mFOV>0.0f ) // perspective projection
|
189
|
{
|
190
|
float left = (-mX-mWidth /2.0f)/mHeight;
|
191
|
float right = (-mX+mWidth /2.0f)/mHeight;
|
192
|
float bottom = (-mY-mHeight/2.0f)/mHeight;
|
193
|
float top = (-mY+mHeight/2.0f)/mHeight;
|
194
|
float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360));
|
195
|
mDistance = mHeight*near/(top-bottom);
|
196
|
float far = 2*mDistance-near;
|
197
|
mDepth = (int)((far-near)/2);
|
198
|
|
199
|
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
|
200
|
}
|
201
|
else // parallel projection
|
202
|
{
|
203
|
float left = -mX-mWidth /2.0f;
|
204
|
float right = -mX+mWidth /2.0f;
|
205
|
float bottom = -mY-mHeight/2.0f;
|
206
|
float top = -mY+mHeight/2.0f;
|
207
|
float near = (mWidth+mHeight)/2;
|
208
|
mDistance = 2*near;
|
209
|
float far = 3*near;
|
210
|
mDepth = (int)near;
|
211
|
|
212
|
Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
|
213
|
}
|
214
|
}
|
215
|
}
|
216
|
|
217
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
218
|
|
219
|
static synchronized void onDestroy()
|
220
|
{
|
221
|
for( DistortedFramebuffer fbo : mList)
|
222
|
{
|
223
|
if( fbo.colorIds[0]!=DONT_CREATE ) fbo.colorIds[0] = NOT_CREATED_YET;
|
224
|
if( fbo.mDepthWanted ) fbo.depthIds[0] = NOT_CREATED_YET;
|
225
|
}
|
226
|
}
|
227
|
|
228
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
229
|
// must be called form a thread holding OpenGL Context
|
230
|
|
231
|
private static synchronized void deleteAllMarked()
|
232
|
{
|
233
|
if( mListMarked )
|
234
|
{
|
235
|
DistortedFramebuffer tmp;
|
236
|
Iterator<DistortedFramebuffer> iterator = mList.iterator();
|
237
|
|
238
|
while(iterator.hasNext())
|
239
|
{
|
240
|
tmp = iterator.next();
|
241
|
|
242
|
if( tmp.mMarked )
|
243
|
{
|
244
|
tmp.deleteFBO();
|
245
|
iterator.remove();
|
246
|
}
|
247
|
}
|
248
|
|
249
|
mListMarked = false;
|
250
|
}
|
251
|
}
|
252
|
|
253
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
254
|
// if new size fits into the size of the underlying Texture, just change the projection without
|
255
|
// reallocating the Texture. Otherwise, we need to reallocate.
|
256
|
//
|
257
|
// Must be called form a thread holding the OpenGL context.
|
258
|
|
259
|
void resizeFast(int width, int height)
|
260
|
{
|
261
|
if( mWidth!=width || mHeight!=height )
|
262
|
{
|
263
|
mWidth = width;
|
264
|
mHeight= height;
|
265
|
|
266
|
createProjection();
|
267
|
|
268
|
if( mWidth>mTexWidth || mHeight>mTexHeight )
|
269
|
{
|
270
|
mTexWidth = mWidth;
|
271
|
mTexHeight= mHeight;
|
272
|
deleteFBO();
|
273
|
createFBO();
|
274
|
}
|
275
|
}
|
276
|
}
|
277
|
|
278
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
279
|
// PUBLIC API
|
280
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
281
|
/**
|
282
|
* Create a new offscreen Framebuffer.
|
283
|
*
|
284
|
* @param width Width of the COLOR attachment.
|
285
|
* @param height Height of the COLOR attachment.
|
286
|
*/
|
287
|
@SuppressWarnings("unused")
|
288
|
public DistortedFramebuffer(int width, int height)
|
289
|
{
|
290
|
mProjectionMatrix = new float[16];
|
291
|
|
292
|
mHeight = height;
|
293
|
mWidth = width;
|
294
|
mTexHeight = height;
|
295
|
mTexWidth = width;
|
296
|
mFOV = 60.0f;
|
297
|
mX = 0.0f;
|
298
|
mY = 0.0f;
|
299
|
mMarked = false;
|
300
|
mDepthWanted= false;
|
301
|
|
302
|
fboIds[0] =-1;
|
303
|
colorIds[0]= NOT_CREATED_YET;
|
304
|
depthIds[0]= NOT_CREATED_YET;
|
305
|
|
306
|
createProjection();
|
307
|
|
308
|
mList.add(this);
|
309
|
}
|
310
|
|
311
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
312
|
/**
|
313
|
* Create a new Framebuffer from an already created OpenGL Framebuffer.
|
314
|
* <p>
|
315
|
* Has to be followed by a 'resize()' to set the size.
|
316
|
*
|
317
|
* @param fbo the ID of a OpenGL Framebuffer object. Typically 0 (the screen)
|
318
|
*/
|
319
|
public DistortedFramebuffer(int fbo)
|
320
|
{
|
321
|
mProjectionMatrix = new float[16];
|
322
|
|
323
|
mFOV = 60.0f;
|
324
|
mX = 0.0f;
|
325
|
mY = 0.0f;
|
326
|
mMarked = false;
|
327
|
mDepthWanted= true;
|
328
|
|
329
|
fboIds[0] = fbo;
|
330
|
colorIds[0]= DONT_CREATE;
|
331
|
depthIds[0]= DONT_CREATE;
|
332
|
}
|
333
|
|
334
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
335
|
/**
|
336
|
* Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTh attachment and destroy it.
|
337
|
*
|
338
|
* @param hasDepthAttachment <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
|
339
|
* <bold>false</bold> if we want to detach the DEPTH attachment.
|
340
|
*/
|
341
|
public void setDepthAttachment(boolean hasDepthAttachment)
|
342
|
{
|
343
|
mDepthWanted = hasDepthAttachment;
|
344
|
}
|
345
|
|
346
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
347
|
|
348
|
/**
|
349
|
* Draw the (texture,mesh,effects) object to the Framebuffer.
|
350
|
* <p>
|
351
|
* Must be called from a thread holding OpenGL Context.
|
352
|
*
|
353
|
* @param tex input Texture to use.
|
354
|
* @param mesh Class descendant from MeshObject
|
355
|
* @param effects The DistortedEffects to use when rendering
|
356
|
* @param time Current time, in milliseconds.
|
357
|
*/
|
358
|
public void renderTo(DistortedTexture tex, MeshObject mesh, DistortedEffects effects, long time)
|
359
|
{
|
360
|
tex.createTexture();
|
361
|
tex.setAsInput();
|
362
|
DistortedFramebuffer.deleteAllMarked();
|
363
|
DistortedTexture.deleteAllMarked();
|
364
|
createFBO();
|
365
|
setAsOutput();
|
366
|
effects.drawPriv(tex.mHalfX, tex.mHalfY, mesh, this, time);
|
367
|
}
|
368
|
|
369
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
370
|
/**
|
371
|
* Draw the (framebuffer,mesh,effects) object to the Framebuffer.
|
372
|
* <p>
|
373
|
* Must be called from a thread holding OpenGL Context.
|
374
|
*
|
375
|
* @param fbo The Framebuffer (previously created with the first constructor, drawing FROM the screen
|
376
|
* is unsupported!) whose COLOR attachment 0 will be used as input texture.
|
377
|
* Please note that rendering from an FBO to itself is unsupported by OpenGL!
|
378
|
* @param mesh Class descendant from MeshObject
|
379
|
* @param effects The DistortedEffects to use when rendering
|
380
|
* @param time Current time, in milliseconds.
|
381
|
*/
|
382
|
public void renderTo(DistortedFramebuffer fbo, MeshObject mesh, DistortedEffects effects, long time)
|
383
|
{
|
384
|
fbo.createFBO();
|
385
|
|
386
|
if( fbo.colorIds[0]>0 ) // fbo created with the first constructor
|
387
|
{
|
388
|
DistortedFramebuffer.deleteAllMarked();
|
389
|
DistortedTexture.deleteAllMarked();
|
390
|
createFBO();
|
391
|
setAsOutput();
|
392
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fbo.colorIds[0]);
|
393
|
effects.drawPriv(fbo.mWidth/2, fbo.mHeight/2, mesh, this, time);
|
394
|
}
|
395
|
}
|
396
|
|
397
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
398
|
/**
|
399
|
* Draws the Tree, and all its children, to the Framebuffer.
|
400
|
* <p>
|
401
|
* Must be called from a thread holding OpenGL Context.
|
402
|
*
|
403
|
* @param dt DistortedTree to render.
|
404
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the Tree.
|
405
|
*/
|
406
|
public void renderTo(DistortedTree dt, long time)
|
407
|
{
|
408
|
DistortedFramebuffer.deleteAllMarked();
|
409
|
DistortedTexture.deleteAllMarked();
|
410
|
createFBO();
|
411
|
setAsOutput();
|
412
|
dt.drawRecursive(time,this);
|
413
|
}
|
414
|
|
415
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416
|
/**
|
417
|
* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
|
418
|
*/
|
419
|
public void markForDeletion()
|
420
|
{
|
421
|
//android.util.Log.e("FBO", "marking for deletion ("+mWidth+","+mHeight+") "+fboIds[0]);
|
422
|
|
423
|
mListMarked = true;
|
424
|
mMarked = true;
|
425
|
}
|
426
|
|
427
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
428
|
/**
|
429
|
* Create new Projection matrix.
|
430
|
*
|
431
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
432
|
* @param x X-coordinate of the point at which our camera looks at. 0 is the center.
|
433
|
* @param y Y-coordinate of the point at which our camera looks at. 0 is the center.
|
434
|
*/
|
435
|
public void setProjection(float fov, float x, float y)
|
436
|
{
|
437
|
mFOV = fov;
|
438
|
mX = x;
|
439
|
mY = y;
|
440
|
|
441
|
createProjection();
|
442
|
}
|
443
|
|
444
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445
|
/**
|
446
|
* Resize the underlying Framebuffer.
|
447
|
*
|
448
|
* As the Framebuffer is not created until the first render, typical usage of this API is actually
|
449
|
* to set the size of an not-yet-created Framebuffer of an object that has been created with the
|
450
|
* second constructor.
|
451
|
* <p>
|
452
|
* Fully creating an object, rendering to it, then resizing mid-render is also possible. Actual
|
453
|
* resize takes place on the next render.
|
454
|
*
|
455
|
* @param width The new width.
|
456
|
* @param height The new height.
|
457
|
*/
|
458
|
public void resize(int width, int height)
|
459
|
{
|
460
|
if( mWidth!=width || mHeight!=height )
|
461
|
{
|
462
|
mWidth = width;
|
463
|
mHeight = height;
|
464
|
mTexWidth = width;
|
465
|
mTexHeight= height;
|
466
|
|
467
|
createProjection();
|
468
|
|
469
|
if( colorIds[0]>0 ) markForDeletion();
|
470
|
}
|
471
|
}
|
472
|
|
473
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
474
|
/**
|
475
|
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
|
476
|
* <p>
|
477
|
* Catch: this will only work if the library has had time to actually create the texture. Remember
|
478
|
* that the texture gets created only on first render, thus creating a Texture object and immediately
|
479
|
* calling this method will return an invalid (negative) result.
|
480
|
*
|
481
|
* @return If there was not a single render between creation of the Object and calling this method on
|
482
|
* it, return a negative value. Otherwise, return ID of COLOR attachment 0.
|
483
|
*/
|
484
|
public int getTextureID()
|
485
|
{
|
486
|
return colorIds[0];
|
487
|
}
|
488
|
|
489
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
490
|
/**
|
491
|
* Return true if the FBO contains a DEPTH attachment.
|
492
|
*
|
493
|
* @return <bold>true</bold> if the FBO contains a DEPTH attachment.
|
494
|
*/
|
495
|
public boolean hasDepth()
|
496
|
{
|
497
|
return mDepthWanted;
|
498
|
}
|
499
|
}
|