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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ 0f011027

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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;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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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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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] mBuffer;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH];
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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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  void createBuffers()
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    {
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    float mipmap=1.0f;
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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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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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.glClearStencil(0);
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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      }
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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 and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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    for(int i=0; i<num; i++)
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      {
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      child = children.get(i);
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      currP = child.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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      if( lastB!=currB && lastB!=0 ) numRenders += lastP.postprocess(time,this);
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      if( currB==0 ) numRenders += child.draw(time,this);
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      else
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        {
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        if( mBuffer[0]==null ) createBuffers();
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        numRenders += child.markStencilAndDraw(time,this,currP);
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        if( i==num-1 ) numRenders += currP.postprocess(time,this);
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        }
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      lastP = currP;
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      lastB = currB;
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
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    {
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    mJobs.add(new Job(t,n,d));
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void setAsOutput()
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    {
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    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
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 */
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  public int render(long time)
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    {
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    // change tree topology (attach and detach children)
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/*
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    boolean changed1 =
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*/
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    DistortedMaster.toDo();
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/*
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    if( changed1 )
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      {
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      for(int i=0; i<mNumChildren; i++)
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        {
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        mChildren.get(i).debug(0);
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        }
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      DistortedNode.debugMap();
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      }
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*/
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    // create and delete all underlying OpenGL resources
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    // Watch out: FIRST change topology, only then deal
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    // with OpenGL resources. That's because changing Tree
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    // can result in additional Framebuffers that would need
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    // to be created immediately, before the calls to drawRecursive()
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/*
274
    boolean changed2 =
275
*/
276
    toDo();
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/*
278
    if( changed2 )
279
      {
280
      DistortedObject.debugLists();
281
      }
282
*/
283
    // mark OpenGL state as unknown
284
    DistortedRenderState.reset();
285

    
286
    int numRenders=0;
287

    
288
    for(int i=0; i<mNumChildren; i++)
289
      {
290
      numRenders += mChildren.get(i).renderRecursive(time);
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      }
292

    
293
    setAsOutput(time);
294
    numRenders += renderChildren(time,mNumChildren,mChildren);
295

    
296
    return numRenders;
297
    }
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299
///////////////////////////////////////////////////////////////////////////////////////////////////
300
/**
301
 * Bind this Surface as a Framebuffer we can render to.
302
 *
303
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
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 *             out if this is the first time during present frame that this FBO is being set as output.
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 *             If so, the library, in addition to binding the Surface for output, also clears the
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 *             Surface's color and depth attachments.
307
 */
308
  public void setAsOutput(long time)
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    {
310
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
311

    
312
    if( mTime!=time )
313
      {
314
      mTime = time;
315
      DistortedRenderState.colorDepthStencilOn();
316
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
317
      GLES30.glClearDepthf(mClearDepth);
318
      GLES30.glClearStencil(mClearStencil);
319
      GLES30.glClear(mClear);
320
      }
321
    }
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323
///////////////////////////////////////////////////////////////////////////////////////////////////
324
/**
325
 * Set mipmap level.
326
 * <p>
327
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
328
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
329
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
330
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
331
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
332
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
333
 * <p>
334
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
335
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
336
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
337
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
338
 *
339
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
340
 *               does not make any sense (that would result in loss of speed and no gain in quality)
341
 */
342
  public void setMipmap(float mipmap)
343
    {
344
    mMipmap = mipmap;
345
    }
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347
///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
349
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
350
 * this Surface at the beginning of each frame.
351
 *
352
 * @param r the Red component. Default: 0.0f
353
 * @param g the Green component. Default: 0.0f
354
 * @param b the Blue component. Default: 0.0f
355
 * @param a the Alpha component. Default: 0.0f
356
 */
357
  public void glClearColor(float r, float g, float b, float a)
358
    {
359
    mClearR = r;
360
    mClearG = g;
361
    mClearB = b;
362
    mClearA = a;
363
    }
364

    
365
///////////////////////////////////////////////////////////////////////////////////////////////////
366
/**
367
 * Uses glClearDepthf() to set up a value with which to clear
368
 * the Depth buffer of our Surface at the beginning of each frame.
369
 *
370
 * @param d the Depth. Default: 1.0f
371
 */
372
  public void glClearDepthf(float d)
373
    {
374
    mClearDepth = d;
375
    }
376

    
377
///////////////////////////////////////////////////////////////////////////////////////////////////
378
/**
379
 * Uses glClearStencil() to set up a value with which to clear the
380
 * Stencil buffer of our Surface at the beginning of each frame.
381
 *
382
 * @param s the Stencil. Default: 0
383
 */
384
  public void glClearStencil(int s)
385
    {
386
    mClearStencil = s;
387
    }
388

    
389
///////////////////////////////////////////////////////////////////////////////////////////////////
390
/**
391
 * Which buffers to Clear at the beginning of each frame?
392
 * <p>
393
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
394
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
395
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
396
 *
397
 * @param mask bitwise OR of BUFFER_BITs to clear.
398
 */
399
  public void glClear(int mask)
400
    {
401
    mClear = mask;
402
    }
403

    
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405
/**
406
 * Create new Projection matrix.
407
 *
408
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
409
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
410
 * @param near Distance between the screen plane and the near plane.
411
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
412
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
413
 */
414
  public void setProjection(float fov, float near)
415
    {
416
    if( fov < 180.0f && fov >=0.0f )
417
      {
418
      mFOV = fov;
419
      }
420

    
421
    if( near<   1.0f && near> 0.0f )
422
      {
423
      mNear= near;
424
      }
425
    else if( near<=0.0f )
426
      {
427
      mNear = 0.01f;
428
      }
429
    else if( near>=1.0f )
430
      {
431
      mNear=0.99f;
432
      }
433

    
434
    createProjection();
435
    }
436

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438
/**
439
 * Resize the underlying Framebuffer.
440
 * <p>
441
 * This method can be safely called mid-render as it doesn't interfere with rendering.
442
 *
443
 * @param width The new width.
444
 * @param height The new height.
445
 */
446
  public void resize(int width, int height)
447
    {
448
    if( mWidth!=width || mHeight!=height )
449
      {
450
      mWidth = width;
451
      mHeight= height;
452

    
453
      createProjection();
454

    
455
      if( mColorCreated==CREATED )
456
        {
457
        markForCreation();
458
        recreate();
459
        }
460
      }
461
    }
462

    
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * Return true if the Surface contains a DEPTH attachment.
466
 *
467
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
468
 */
469
  public boolean hasDepth()
470
    {
471
    return mDepthStencilCreated==CREATED;
472
    }
473

    
474
///////////////////////////////////////////////////////////////////////////////////////////////////
475
/**
476
 * Return true if the Surface contains a STENCIL attachment.
477
 *
478
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
479
 */
480
  public boolean hasStencil()
481
    {
482
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
483
    }
484

    
485
///////////////////////////////////////////////////////////////////////////////////////////////////
486
/**
487
 * Adds a new child to the last position in the list of our Surface's children.
488
 * <p>
489
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
490
 * DistortedMaster (by calling doWork())
491
 *
492
 * @param node The new Node to add.
493
 */
494
  public void attach(DistortedNode node)
495
    {
496
    mJobs.add(new Job(ATTACH,node,null));
497
    DistortedMaster.newSlave(this);
498
    }
499

    
500
///////////////////////////////////////////////////////////////////////////////////////////////////
501
/**
502
 * Adds a new child to the last position in the list of our Surface's children.
503
 * <p>
504
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
505
 * DistortedMaster (by calling doWork())
506
 *
507
 * @param surface InputSurface to initialize our child Node with.
508
 * @param effects DistortedEffects to initialize our child Node with.
509
 * @param mesh MeshObject to initialize our child Node with.
510
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
511
 */
512
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
513
    {
514
    DistortedNode node = new DistortedNode(surface,effects,mesh);
515
    mJobs.add(new Job(ATTACH,node,null));
516
    DistortedMaster.newSlave(this);
517
    return node;
518
    }
519

    
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521
/**
522
 * Removes the first occurrence of a specified child from the list of children of our Surface.
523
 * <p>
524
 * A bit questionable method as there can be many different Nodes attached as children, some
525
 * of them having the same Effects but - for instance - different Mesh. Use with care.
526
 * <p>
527
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
528
 * DistortedMaster (by calling doWork())
529
 *
530
 * @param effects DistortedEffects to remove.
531
 */
532
  public void detach(DistortedEffects effects)
533
    {
534
    long id = effects.getID();
535
    DistortedNode node;
536
    boolean detached = false;
537

    
538
    for(int i=0; i<mNumChildren; i++)
539
      {
540
      node = mChildren.get(i);
541

    
542
      if( node.getEffects().getID()==id )
543
        {
544
        detached = true;
545
        mJobs.add(new Job(DETACH,node,null));
546
        DistortedMaster.newSlave(this);
547
        break;
548
        }
549
      }
550

    
551
    if( !detached )
552
      {
553
      // if we failed to detach any, it still might be the case that
554
      // there's an ATTACH job that we need to cancel.
555
      int num = mJobs.size();
556
      Job job;
557

    
558
      for(int i=0; i<num; i++)
559
        {
560
        job = mJobs.get(i);
561

    
562
        if( job.type==ATTACH && job.node.getEffects()==effects )
563
          {
564
          mJobs.remove(i);
565
          break;
566
          }
567
        }
568
      }
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572
/**
573
 * Removes the first occurrence of a specified child from the list of children of our Surface.
574
 * <p>
575
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
576
 * DistortedMaster (by calling doWork())
577
 *
578
 * @param node The Node to remove.
579
 */
580
  public void detach(DistortedNode node)
581
    {
582
    mJobs.add(new Job(DETACH,node,null));
583
    DistortedMaster.newSlave(this);
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588
 * Removes all children Nodes.
589
 * <p>
590
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
591
 * DistortedMaster (by calling doWork())
592
 */
593
  public void detachAll()
594
    {
595
    mJobs.add(new Job(DETALL,null,null));
596
    DistortedMaster.newSlave(this);
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
/**
601
 * This is not really part of the public API. Has to be public only because it is a part of the
602
 * DistortedSlave interface, which should really be a class that we extend here instead but
603
 * Java has no multiple inheritance.
604
 *
605
 * @y.exclude
606
 */
607
  public void doWork()
608
    {
609
    int num = mJobs.size();
610
    Job job;
611

    
612
    for(int i=0; i<num; i++)
613
      {
614
      job = mJobs.remove(0);
615

    
616
      switch(job.type)
617
        {
618
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
619
                     job.node.setSurfaceParent(this);
620
                     DistortedMaster.addSorted(mChildren,job.node);
621
                     mNumChildren++;
622
                     break;
623
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
624
                       {
625
                       job.node.setSurfaceParent(null);
626
                       mNumChildren--;
627
                       }
628
                     break;
629
        case DETALL: if( mNumChildren>0 )
630
                       {
631
                       DistortedNode tmp;
632

    
633
                       for(int j=mNumChildren-1; j>=0; j--)
634
                         {
635
                         tmp = mChildren.remove(j);
636
                         tmp.setSurfaceParent(null);
637
                         }
638

    
639
                       mNumChildren = 0;
640
                       }
641
                     break;
642
        case SORT  : job.node.setPost(job.dep);
643
                     mChildren.remove(job.node);
644
                     DistortedMaster.addSorted(mChildren,job.node);
645
                     break;
646
        }
647
      }
648
    }
649
}
(9-9/26)