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library / src / main / java / org / distorted / library / main / InternalOutputSurface.java @ 178983f4

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski  leszek@koltunski.pl                                          //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// This library is free software; you can redistribute it and/or                                 //
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// modify it under the terms of the GNU Lesser General Public                                    //
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// License as published by the Free Software Foundation; either                                  //
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// version 2.1 of the License, or (at your option) any later version.                            //
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//                                                                                               //
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// This library 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 GNU                             //
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// Lesser General Public License for more details.                                               //
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//                                                                                               //
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// You should have received a copy of the GNU Lesser General Public                              //
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// License along with this library; if not, write to the Free Software                           //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES30;
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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 org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.mesh.MeshBase;
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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 InternalOutputSurface extends InternalSurface implements InternalChildrenList.Parent
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{
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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  public static final int DEPTH_NO_STENCIL    = 1;
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  static final float DEFAULT_FOV = 60.0f;
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  static final float DEFAULT_NEAR=  0.1f;
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  private float mFOV;
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  private final int mTmpFBO;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA, mClearDepth;
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  private int mClear, mClearStencil;
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  private boolean mRenderWayOIT;
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  private final InternalChildrenList mChildren;
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  // Global buffers used for postprocessing
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  private final static DistortedFramebuffer[] mBuffer= new DistortedFramebuffer[EffectQuality.LENGTH];
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  private final boolean[] mBufferInitialized;
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  float mDistance, mNear, mMipmap;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated, mDepthStencil;
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  int[] mDepthStencilH, mFBOH;
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  int mRealWidth;   // the Surface can be backed up by a texture larger than the viewport we have to it.
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  int mRealHeight;  // mWidth,mHeight are the sizes of the Viewport, those - sizes of the backing up texture.
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  int mCurrFBO;     // internal current FBO (see DistortedLibrary.FBO_QUEUE_SIZE)
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  int mWidth, mHeight;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  InternalOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type, int storage)
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    {
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    super(createColor,numfbos,numcolors,type,storage);
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    mRenderWayOIT = false;
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    mCurrFBO      = 0;
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    mRealWidth = mWidth = width;
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    mRealHeight= mHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = DEFAULT_FOV;
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    mNear= DEFAULT_NEAR;
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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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    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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    mMipmap = 1.0f;
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    mChildren = new InternalChildrenList(this);
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    mTmpFBO = fbo;
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    mFBOH = new int[10];  // Crashlytics shows the library occasionally crashing in setAsOutput()
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    mTime = new long[10]; // when trying to read from 'null array' mFBOH. Probably sometimes a
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                          // a Framebuffer gets created in the wrong moment, just after we did a
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                          // round of create(), but before we start rendering.
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                          // Create an empty FBO and Time here so that setAsOutput() is always safe to call.
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    mBufferInitialized = new boolean[EffectQuality.LENGTH];
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    allocateStuffDependantOnNumFBOS();
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void allocateStuffDependantOnNumFBOS()
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    {
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    if( mNumFBOs>0 )
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      {
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      mDepthStencilH   = new int[mNumFBOs];
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      mDepthStencilH[0]= 0;
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      mFBOH   = new int[mNumFBOs];
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      mFBOH[0]= mTmpFBO;
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      mTime = new long[mNumFBOs];
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      for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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      }
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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 quality, int width, int height, float near)
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    {
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    final float CLEAR_R = 1.0f;
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    final float CLEAR_G = 1.0f;
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    final float CLEAR_B = 1.0f;
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    final float CLEAR_A = 0.0f;
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    final float CLEAR_D = 1.0f;
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    final int   CLEAR_S = 0;
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    final int queueSize = DistortedLibrary.getQueueSize();
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    float mipmap=1.0f;
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    for (int j=0; j<quality; j++) mipmap *= EffectQuality.MULTIPLIER;
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    mBuffer[quality] = new DistortedFramebuffer(queueSize,2,BOTH_DEPTH_STENCIL,TYPE_SYST, STORAGE_COMMON, (int)(width*mipmap), (int)(height*mipmap) );
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    mBuffer[quality].mMipmap = mipmap;
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    mBuffer[quality].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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    mBuffer[quality].glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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    InternalStackFrameList.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    InternalRenderState.colorDepthStencilOn();
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    GLES30.glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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    GLES30.glClearDepthf(CLEAR_D);
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    GLES30.glClearStencil(CLEAR_S);
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    for(int k=0; k<queueSize; k++)
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      {
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      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mBuffer[quality].mFBOH[k]);
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[quality].mColorH[2*k+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[quality].mColorH[2*k  ], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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      }
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    InternalRenderState.colorDepthStencilRestore();
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    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      if( mBuffer[j]!=null )
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        {
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        mBuffer[j].markForDeletion();
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        mBuffer[j] = null;
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        }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, InternalOutputSurface buffer, int fbo)
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    {
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    GLES30.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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    GLES30.glStencilMask(0x00);
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    DistortedLibrary.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    // clear buffers
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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(buffer.mClearR,buffer.mClearG,buffer.mClearB,buffer.mClearA);
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    GLES30.glClearDepthf(buffer.mClearDepth);
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    GLES30.glClearStencil(buffer.mClearStencil);
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    buffer.setAsOutput();
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo+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, buffer.mColorH[2*fbo  ], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void oitClear(InternalOutputSurface buffer)
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    {
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    int counter = DistortedLibrary.zeroOutAtomic();
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    DistortedLibrary.oitClear(buffer,counter);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(long time, InternalOutputSurface buffer, int fbo)
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    {
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    GLES30.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(time);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    InternalRenderState.colorDepthStencilOn();
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    InternalRenderState.enableDepthTest();
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    DistortedLibrary.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    InternalRenderState.colorDepthStencilRestore();
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    InternalRenderState.restoreDepthTest();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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  private int oitRender(long currTime, int fbo)
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    {
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    float corrW = getWidthCorrection();
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    float corrH = getHeightCorrection();
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    // Do the Collapse Pass only if we do have a Depth attachment.
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    // Otherwise there's no point (in fact we then would create a feedback loop!)
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    if( mDepthStencilH[fbo] != 0 )
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      {
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      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
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      GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[fbo]);
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      InternalRenderState.switchOffColorDepthStencil();
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      DistortedLibrary.oitCollapse(this, corrW, corrH);
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      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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      }
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    setAsOutput(currTime);
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    InternalRenderState.switchColorDepthOnStencilOff();
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    DistortedLibrary.oitRender(this, corrW, corrH);
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    InternalRenderState.restoreColorDepthStencil();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void clear()
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    {
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    InternalRenderState.colorDepthStencilOn();
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    GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES30.glClearDepthf(mClearDepth);
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    GLES30.glClearStencil(mClearStencil);
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    GLES30.glClear(mClear);
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    InternalRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void setCurrFBO(int fbo)
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    {
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    mCurrFBO = fbo;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children from the current bucket to the buffer, apply the postprocessing once to the
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// whole buffer (queue.postprocess) and merge it to 'this' (oitBuild or blitWithDepth depending on
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// the type of rendering)
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  private int accumulateAndBlit(EffectQueuePostprocess queue, InternalChildrenList children, DistortedFramebuffer buffer,
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                                int begIndex, int endIndex, boolean isFinal, long time, int fbo, boolean oit )
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    {
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    int numRenders = 0;
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    for(int j=begIndex; j<endIndex; j++)
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       {
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       DistortedNode node = children.getChild(j);
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       if( node.getSurface().setAsInput() )
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         {
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         buffer.setAsOutput();
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         numRenders += queue.preprocess( buffer, node, buffer.mDistance, buffer.mMipmap, buffer.mProjectionMatrix );
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         }
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       }
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    numRenders += queue.postprocess(buffer);
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    if( oit )
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      {
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      numRenders += oitBuild(time, buffer, fbo);
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      GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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      buffer.clearBuffer(fbo);
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      }
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    else
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      {
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      numRenders += blitWithDepth(time, buffer, fbo);
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      if( !isFinal ) buffer.clearBuffer(fbo);
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int renderChildToThisOrToBuffer(DistortedNode child, DistortedFramebuffer buffer, long time, boolean oit, boolean toThis)
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    {
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    int numRenders;
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    if( toThis )
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      {
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      setAsOutput(time);
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      if( oit )
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        {
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        numRenders = child.drawOIT(time, this);
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        GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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        }
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      else
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        {
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        numRenders = child.draw(time, this);
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        }
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      }
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    else
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      {
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      buffer.setAsOutput(time);
404
      numRenders = child.drawNoBlend(time, buffer);
405
      }
406
407
    return numRenders;
408
    }
409
410
///////////////////////////////////////////////////////////////////////////////////////////////////
411
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
412
// set of them) so before we use them for output, we need to adjust the Viewport as if they were
413
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
414
// adjust the texture coords - see the get{Width|Height}Correction functions.
415
//
416
// Also, adjust the Buffers so their Projection is the same like the surface we are supposed to be
417
// rendering to.
418
419
  private void clonePostprocessingViewportAndProjection(InternalOutputSurface surface, InternalOutputSurface from)
420
    {
421
    if( surface.mWidth != from.mWidth || surface.mHeight != from.mHeight ||
422
        surface.mFOV   != from.mFOV   || surface.mNear   != from.mNear    )
423
      {
424
      surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
425
      surface.mHeight = (int)(from.mHeight*surface.mMipmap);
426
      surface.mFOV    = from.mFOV;
427
      surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
428
429
      surface.createProjection();
430
431
      int maxw = Math.max(surface.mWidth , surface.mRealWidth );
432
      int maxh = Math.max(surface.mHeight, surface.mRealHeight);
433
434
      if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
435
        {
436
        surface.mRealWidth = maxw;
437
        surface.mRealHeight = maxh;
438
439
        surface.recreate();
440
        surface.create();
441
        }
442
      }
443
    }
444
445
///////////////////////////////////////////////////////////////////////////////////////////////////
446
447
  private DistortedFramebuffer initializeBuffer(EffectQueuePostprocess queue, int fbo )
448
    {
449
    int currQuality = queue.getQuality();
450
    if( mBuffer[currQuality]==null ) createPostprocessingBuffers(currQuality, mWidth, mHeight, mNear);
451
    mBuffer[currQuality].setCurrFBO(fbo);
452
453
    if( !mBufferInitialized[currQuality] )
454
      {
455
      mBufferInitialized[currQuality] = true;
456
      clonePostprocessingViewportAndProjection(mBuffer[currQuality],this);
457
      }
458
459
    return mBuffer[currQuality];
460
    }
461
462 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
463 e02264ff leszek
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
464
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
465 9a3607b3 Leszek Koltunski
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild or blitWithDepth - depending
466
// on the type of rendering)
467 39086ebb leszek
468 7602a827 Leszek Koltunski
  int renderChildren(long time, int numChildren, InternalChildrenList children, int fbo, boolean oit)
469 b2939df4 Leszek Koltunski
    {
470 809dcae3 Leszek Koltunski
    int numRenders=0, bucketChange=0;
471 2386a081 Leszek Koltunski
    DistortedNode child;
472 809dcae3 Leszek Koltunski
    DistortedFramebuffer buffer=null;
473 70b6a155 Leszek Koltunski
    EffectQueuePostprocess lastQueue=null, currQueue;
474 33f59f22 Leszek Koltunski
    long lastBucket=0, currBucket;
475 178983f4 Leszek Koltunski
    boolean toThis=false;
476 56c6ca24 Leszek Koltunski
477 5f7e4f2c Leszek Koltunski
    setCurrFBO(fbo);
478 22d3c4b4 Leszek Koltunski
    if( numChildren==0 ) setAsOutput(time);
479 178983f4 Leszek Koltunski
    if( oit && numChildren>0 ) oitClear(this);
480
    for(int i=0; i<EffectQuality.LENGTH; i++) mBufferInitialized[i]=false;
481 c1a38ba3 Leszek Koltunski
482 8e28b6ff leszek
    for(int i=0; i<numChildren; i++)
483 39086ebb leszek
      {
484 11845a9e Leszek Koltunski
      child = children.getChild(i);
485 a0397f32 Leszek Koltunski
      currQueue = (EffectQueuePostprocess)child.getEffects().getQueues()[3];
486 70b6a155 Leszek Koltunski
      currBucket= currQueue.getID();
487 b9798977 leszek
488 178983f4 Leszek Koltunski
      if( currBucket!=0 && lastBucket!=currBucket )
489 56c6ca24 Leszek Koltunski
        {
490 178983f4 Leszek Koltunski
        buffer = initializeBuffer(currQueue,fbo);
491
        if( lastBucket!=0 ) numRenders += accumulateAndBlit(lastQueue,children,buffer,bucketChange,i,false,time,fbo,oit);
492
        bucketChange= i;
493
        toThis = currQueue.getRenderDirectly();
494 56c6ca24 Leszek Koltunski
        }
495 178983f4 Leszek Koltunski
      numRenders += renderChildToThisOrToBuffer(child,buffer,time,oit,currBucket==0 || toThis);
496
      if( currBucket!=0 && i==numChildren-1 ) numRenders += accumulateAndBlit(currQueue,children,buffer,bucketChange,numChildren,true,time,fbo,oit);
497 b9798977 leszek
498 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
499
      lastBucket= currBucket;
500 c1a38ba3 Leszek Koltunski
      }
501
502 178983f4 Leszek Koltunski
    if( oit && numChildren>0 ) numRenders += oitRender(time, fbo);  // merge the OIT linked list
503
504 39086ebb leszek
    return numRenders;
505
    }
506
507 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
508 11845a9e Leszek Koltunski
/**
509 d5b709df Leszek Koltunski
 * Not part of the public API.
510 11845a9e Leszek Koltunski
 *
511
 * @y.exclude
512
 */
513 d5b709df Leszek Koltunski
  public void adjustIsomorphism() { }
514 11845a9e Leszek Koltunski
515 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
516
/**
517
 * Not part of the Public API.
518
 *
519
 * @y.exclude
520
 */
521
  public float getWidthCorrection()
522
    {
523
    return (float)mWidth/mRealWidth;
524
    }
525
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527
/**
528
 * Not part of the Public API.
529
 *
530
 * @y.exclude
531
 */
532
  public float getHeightCorrection()
533
    {
534
    return (float)mHeight/mRealHeight;
535
    }
536
537 61ce8e90 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
538
539 9e771d06 Leszek Koltunski
  void clearBuffer(int fbo)
540 61ce8e90 Leszek Koltunski
    {
541 7602a827 Leszek Koltunski
    InternalRenderState.colorDepthStencilOn();
542 a07e0204 Leszek Koltunski
543 b7074bc6 Leszek Koltunski
    GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
544
    GLES30.glClearDepthf(mClearDepth);
545
    GLES30.glClearStencil(mClearStencil);
546 61ce8e90 Leszek Koltunski
547 b7074bc6 Leszek Koltunski
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[fbo]);
548
    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
549
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
550
    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
551
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
552 a07e0204 Leszek Koltunski
553 7602a827 Leszek Koltunski
    InternalRenderState.colorDepthStencilRestore();
554 61ce8e90 Leszek Koltunski
    }
555
556 809dcae3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
557
558
  void setAsOutput(long time)
559
    {
560 b7074bc6 Leszek Koltunski
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
561 809dcae3 Leszek Koltunski
562
    if( mTime[mCurrFBO]!=time )
563
      {
564
      mTime[mCurrFBO] = time;
565
      clear();
566
      }
567
    }
568
569 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
570
// PUBLIC API
571 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
572 c5369f1b leszek
/**
573 8ebbc730 Leszek Koltunski
 * Draws all the attached children to this OutputSurface's 0th FBO.
574 af4cc5db Leszek Koltunski
 * <p>
575
 * Must be called from a thread holding OpenGL Context.
576
 *
577 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
578 7691a39f leszek
 * @return Number of objects rendered.
579 c5369f1b leszek
 */
580 b2939df4 Leszek Koltunski
  public int render(long time)
581 8ebbc730 Leszek Koltunski
    {
582
    return render(time,0);
583
    }
584
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Draws all the attached children to this OutputSurface.
588
 * <p>
589
 * Must be called from a thread holding OpenGL Context.
590
 *
591
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
592
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
593
 * @return Number of objects rendered.
594
 */
595
  public int render(long time, int fbo)
596 af4cc5db Leszek Koltunski
    {
597 7602a827 Leszek Koltunski
    InternalMaster.toDo();
598 9ec374e8 Leszek Koltunski
    InternalStackFrameList.toDo();
599 7602a827 Leszek Koltunski
    InternalRenderState.reset();
600 2ed1c692 leszek
601 11845a9e Leszek Koltunski
    int numRenders=0, numChildren = mChildren.getNumChildren();
602 d5b709df Leszek Koltunski
    DistortedNode node;
603
    long oldBucket=0, newBucket;
604 7691a39f leszek
605 11845a9e Leszek Koltunski
    for(int i=0; i<numChildren; i++)
606 af4cc5db Leszek Koltunski
      {
607 d5b709df Leszek Koltunski
      node = mChildren.getChild(i);
608
      newBucket = node.getBucket();
609
      numRenders += node.renderRecursive(time);
610
      if( newBucket<oldBucket ) mChildren.rearrangeByBuckets(i,newBucket);
611
      else oldBucket=newBucket;
612 af4cc5db Leszek Koltunski
      }
613 7691a39f leszek
614 11845a9e Leszek Koltunski
    numRenders += renderChildren(time,numChildren,mChildren,fbo, mRenderWayOIT);
615 b2939df4 Leszek Koltunski
616 7691a39f leszek
    return numRenders;
617 af4cc5db Leszek Koltunski
    }
618
619 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
620
/**
621
 * Bind this Surface as a Framebuffer we can render to.
622
 * <p>
623
 * This version does not attempt to clear anything.
624
 */
625
  public void setAsOutput()
626
    {
627 b7074bc6 Leszek Koltunski
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
628 1dfc9074 leszek
    }
629
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Return the Near plane of the Projection included in the Surface.
633
 *
634
 * @return the Near plane.
635
 */
636
  public float getNear()
637
    {
638
    return mNear;
639
    }
640
641 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
642
/**
643
 * Set mipmap level.
644
 * <p>
645
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
646
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
647
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
648
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
649
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
650
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
651 8426bd6a Leszek Koltunski
 * <p>
652
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
653
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
654
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
655
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
656 638b5b5c leszek
 *
657
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
658
 *               does not make any sense (that would result in loss of speed and no gain in quality)
659
 */
660
  public void setMipmap(float mipmap)
661
    {
662
    mMipmap = mipmap;
663
    }
664
665 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
666
/**
667 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
668 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
669 a9f41fa3 leszek
 *
670
 * @param r the Red component. Default: 0.0f
671
 * @param g the Green component. Default: 0.0f
672
 * @param b the Blue component. Default: 0.0f
673
 * @param a the Alpha component. Default: 0.0f
674
 */
675
  public void glClearColor(float r, float g, float b, float a)
676
    {
677
    mClearR = r;
678
    mClearG = g;
679
    mClearB = b;
680
    mClearA = a;
681
    }
682
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
686
 * the Depth buffer of our Surface at the beginning of each frame.
687 a9f41fa3 leszek
 *
688
 * @param d the Depth. Default: 1.0f
689
 */
690
  public void glClearDepthf(float d)
691
    {
692
    mClearDepth = d;
693
    }
694
695 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
696
/**
697
 * Uses glClearStencil() to set up a value with which to clear the
698
 * Stencil buffer of our Surface at the beginning of each frame.
699
 *
700
 * @param s the Stencil. Default: 0
701
 */
702
  public void glClearStencil(int s)
703
    {
704
    mClearStencil = s;
705
    }
706
707 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
708
/**
709
 * Which buffers to Clear at the beginning of each frame?
710
 * <p>
711
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
712
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
713
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
714
 *
715
 * @param mask bitwise OR of BUFFER_BITs to clear.
716
 */
717
  public void glClear(int mask)
718
    {
719
    mClear = mask;
720
    }
721
722 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
723
/**
724
 * Create new Projection matrix.
725
 *
726
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
727 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
728 7690aab1 Leszek Koltunski
 * @param near The Near plane.
729 af4cc5db Leszek Koltunski
 */
730 54fe333a leszek
  public void setProjection(float fov, float near)
731 af4cc5db Leszek Koltunski
    {
732 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
733
      {
734
      mFOV = fov;
735
      }
736
737
    if( near<   1.0f && near> 0.0f )
738
      {
739
      mNear= near;
740
      }
741
    else if( near<=0.0f )
742
      {
743
      mNear = 0.01f;
744
      }
745
    else if( near>=1.0f )
746
      {
747
      mNear=0.99f;
748
      }
749 af4cc5db Leszek Koltunski
750 66103fb2 Leszek Koltunski
    for(int j=0; j<EffectQuality.LENGTH; j++)
751 61ce8e90 Leszek Koltunski
      {
752 66103fb2 Leszek Koltunski
      if( mBuffer[j]!=null ) mBuffer[j].mNear = mNear;
753 61ce8e90 Leszek Koltunski
      }
754
755 af4cc5db Leszek Koltunski
    createProjection();
756
    }
757
758 f211a191 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
759
/**
760
 * Return the vertical field of view angle.
761
 *
762
 * @return Vertival Field of View Angle, in degrees.
763
 */
764
  public float getFOV()
765
    {
766
    return mFOV;
767
    }
768
769 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
770 c5369f1b leszek
/**
771 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
772 c7da4e65 leszek
 * <p>
773
 * This method can be safely called mid-render as it doesn't interfere with rendering.
774 af4cc5db Leszek Koltunski
 *
775
 * @param width The new width.
776
 * @param height The new height.
777 c5369f1b leszek
 */
778 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
779
    {
780
    if( mWidth!=width || mHeight!=height )
781
      {
782 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
783
      mHeight= mRealHeight= height;
784 f8377ef8 leszek
785
      createProjection();
786
787 c7da4e65 leszek
      if( mColorCreated==CREATED )
788 f8377ef8 leszek
        {
789 f28fffc2 Leszek Koltunski
        markForCreation();
790 f8377ef8 leszek
        recreate();
791
        }
792 af4cc5db Leszek Koltunski
      }
793
    }
794 a09ada4c Leszek Koltunski
795 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
796
/**
797 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
798 a436ccc5 leszek
 *
799 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
800 a436ccc5 leszek
 */
801 89de975c leszek
  public boolean hasDepth()
802 a436ccc5 leszek
    {
803 89de975c leszek
    return mDepthStencilCreated==CREATED;
804 a436ccc5 leszek
    }
805
806
///////////////////////////////////////////////////////////////////////////////////////////////////
807
/**
808 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
809 a436ccc5 leszek
 *
810 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
811 a436ccc5 leszek
 */
812 89de975c leszek
  public boolean hasStencil()
813 a436ccc5 leszek
    {
814 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
815 a436ccc5 leszek
    }
816
817 406e2f6b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
818
/**
819 cd1f5056 Leszek Koltunski
 * When rendering this Node, should we use the Order Independent Transparency render mode?
820 406e2f6b Leszek Koltunski
 * <p>
821 b7074bc6 Leszek Koltunski
 * This feature requires OpenGL ES 3.1. If we are running on OpenGL 3.0, this will do nothing.
822
 * Also, if you are running on a buggy driver ( Imagination GE8100/8300 driver build 1.8@4490469 )
823
 * then do nothing.
824
 *
825 406e2f6b Leszek Koltunski
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
826
 * fragments in different ways depending on which fragments get rendered first, or the slower
827
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
828
 *
829
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
830
 */
831
  public void setOrderIndependentTransparency(boolean oit)
832
    {
833 d99fcc9c Leszek Koltunski
    if( DistortedLibrary.getGLSL()>=310 )
834 b7074bc6 Leszek Koltunski
      {
835
      mRenderWayOIT = oit;
836
      }
837 406e2f6b Leszek Koltunski
    }
838
839 12f9e4bb Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
840
/**
841 cd1f5056 Leszek Koltunski
 * When rendering this Node, should we use the Order Independent Transparency render mode?
842 12f9e4bb Leszek Koltunski
 * <p>
843 b7074bc6 Leszek Koltunski
 * This feature requires OpenGL ES 3.1. If we are running on OpenGL 3.0, this will do nothing.
844
 * Also, if you are running on a buggy driver ( Imagination GE8100/8300 driver build 1.8@4490469 )
845
 * then do nothing.
846
 *
847 12f9e4bb Leszek Koltunski
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
848
 * fragments in different ways depending on which fragments get rendered first, or the slower
849
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
850
 *
851
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
852
 * @param initialSize Initial number of transparent fragments we expect, in screenfuls.
853 f953bee0 Leszek Koltunski
 *                    I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
854 12f9e4bb Leszek Koltunski
 *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
855
 *                    Even if you get this wrong, the library will detect that there are more
856
 *                    transparent fragments than it has space for and readjust its internal buffers,
857
 *                    but only after a few frames during which one will probably see missing objects.
858
 */
859 66103fb2 Leszek Koltunski
  public void setOrderIndependentTransparency(boolean oit, float initialSize)
860
    {
861 d99fcc9c Leszek Koltunski
    if( DistortedLibrary.getGLSL()>=310 )
862 66103fb2 Leszek Koltunski
      {
863 b7074bc6 Leszek Koltunski
      mRenderWayOIT = oit;
864
865
      if( initialSize>0.0f && initialSize<10.0f )
866
        {
867
        DistortedLibrary.setSSBOSize(initialSize);
868
        }
869 66103fb2 Leszek Koltunski
      }
870
    }
871 12f9e4bb Leszek Koltunski
872 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
873
/**
874
 * Adds a new child to the last position in the list of our Surface's children.
875 c204c69d leszek
 * <p>
876
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
877 7602a827 Leszek Koltunski
 * InternalMaster (by calling doWork())
878 a09ada4c Leszek Koltunski
 *
879
 * @param node The new Node to add.
880
 */
881 c204c69d leszek
  public void attach(DistortedNode node)
882 a09ada4c Leszek Koltunski
    {
883 11845a9e Leszek Koltunski
    mChildren.attach(node);
884 a09ada4c Leszek Koltunski
    }
885
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887
/**
888
 * Adds a new child to the last position in the list of our Surface's children.
889 c204c69d leszek
 * <p>
890
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
891 7602a827 Leszek Koltunski
 * InternalMaster (by calling doWork())
892 a09ada4c Leszek Koltunski
 *
893
 * @param surface InputSurface to initialize our child Node with.
894
 * @param effects DistortedEffects to initialize our child Node with.
895 715e7726 Leszek Koltunski
 * @param mesh MeshBase to initialize our child Node with.
896 a09ada4c Leszek Koltunski
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
897
 */
898 7602a827 Leszek Koltunski
  public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
899 a09ada4c Leszek Koltunski
    {
900 11845a9e Leszek Koltunski
    return mChildren.attach(surface,effects,mesh);
901 c204c69d leszek
    }
902
903 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
904
/**
905
 * Removes the first occurrence of a specified child from the list of children of our Surface.
906
 * <p>
907
 * A bit questionable method as there can be many different Nodes attached as children, some
908
 * of them having the same Effects but - for instance - different Mesh. Use with care.
909
 * <p>
910
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
911 7602a827 Leszek Koltunski
 * InternalMaster (by calling doWork())
912 af27df87 leszek
 *
913
 * @param effects DistortedEffects to remove.
914
 */
915
  public void detach(DistortedEffects effects)
916
    {
917 11845a9e Leszek Koltunski
    mChildren.detach(effects);
918 af27df87 leszek
    }
919
920 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
921
/**
922
 * Removes the first occurrence of a specified child from the list of children of our Surface.
923 c204c69d leszek
 * <p>
924
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
925 7602a827 Leszek Koltunski
 * InternalMaster (by calling doWork())
926 c204c69d leszek
 *
927
 * @param node The Node to remove.
928
 */
929
  public void detach(DistortedNode node)
930
    {
931 11845a9e Leszek Koltunski
    mChildren.detach(node);
932 a09ada4c Leszek Koltunski
    }
933
934
///////////////////////////////////////////////////////////////////////////////////////////////////
935
/**
936
 * Removes all children Nodes.
937 c204c69d leszek
 * <p>
938
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
939 7602a827 Leszek Koltunski
 * InternalMaster (by calling doWork())
940 c204c69d leszek
 */
941
  public void detachAll()
942
    {
943 11845a9e Leszek Koltunski
    mChildren.detachAll();
944 a09ada4c Leszek Koltunski
    }
945 d58b50e7 Leszek Koltunski
946
///////////////////////////////////////////////////////////////////////////////////////////////////
947
/**
948
 * Return the width of this Surface.
949
 *
950
 * @return width of the Object, in pixels.
951
 */
952
  public int getWidth()
953
    {
954
    return mWidth;
955
    }
956
957
///////////////////////////////////////////////////////////////////////////////////////////////////
958
/**
959
 * Return the height of this Surface.
960
 *
961
 * @return height of the Object, in pixels.
962
 */
963
  public int getHeight()
964
    {
965
    return mHeight;
966
    }
967 178983f4 Leszek Koltunski
}