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library / src / main / java / org / distorted / library / DistortedNode.java @ 1d6d261e

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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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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 * <p>
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 * Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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 * That recursively renders the set held in the Node and all its children.
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 * <p>
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 * The class takes special care to only render identical sub-trees once. Each Node holds a reference
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 * to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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 * will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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 */
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public class DistortedNode implements DistortedSlave
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  {
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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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  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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  private static long mNextNodeID =0;
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  private DistortedNode mParent;
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  private DistortedOutputSurface mSurfaceParent;
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  private MeshObject mMesh;
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  private DistortedEffects mEffects;
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  private DistortedEffectsPostprocess mPostprocess;
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  private DistortedInputSurface mSurface;
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  private DistortedRenderState mState;
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  private NodeData mData;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private class NodeData
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    {
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    long ID;
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    int numPointingNodes;
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    long currTime;
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    ArrayList<Long> key;
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    DistortedFramebuffer mFBO;
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    NodeData(long id, ArrayList<Long> k)
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      {
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      ID              = id;
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      key             = k;
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      numPointingNodes= 1;
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      currTime        =-1;
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      mFBO            = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    NodeData data;
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    for (HashMap.Entry<ArrayList<Long>,NodeData> entry : mMapNodeID.entrySet())
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      {
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      data = entry.getValue();
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      if( data.mFBO != null )
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        {
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        data.mFBO.markForDeletion();
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        data.mFBO = null;
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    mNextNodeID = 0;
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    mMapNodeID.clear();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private ArrayList<Long> generateIDList()
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    {
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    ArrayList<Long> ret = new ArrayList<>();
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    if( mNumChildren[0]==0 )
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      {
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      // add a negative number so this leaf never gets confused with a internal node
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      // with a single child that happens to have ID identical to some leaf's Effects ID.
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      ret.add(-mEffects.getID());
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      }
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    else
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      {
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      DistortedNode node;
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      for(int i=0; i<mNumChildren[0]; i++)
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        {
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        node = mChildren.get(i);
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        ret.add(node.mData.ID);
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        }
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      // A bit questionable decision here - we are sorting the children IDs, which means
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      // that order in which we draw the children is going to be undefined (well, this is not
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      // strictly speaking true - when rendering, if no postprocessing and isomorphism are
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      // involved, we *DO* render the children in order they were added; if however there
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      // are two internal nodes with the same list of identical children, just added in a
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      // different order each time, then we consider them isomorphic, i.e. identical and only
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      // render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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      // exactly the same Z-height this might result in some unexpected sights).
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      //
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      // Reason: with the children being sorted by postprocessing buckets, the order is
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      // undefined anyway (although only when postprocessing is applied).
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      //
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      // See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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      // different order. You will see the number of renders go back to the original 14.
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      Collections.sort(ret);
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      }
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    ret.add( 0, mSurface.getID() );
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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  @SuppressWarnings("unused")
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  void debug(int depth)
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    {
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    String tmp="";
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    int i;
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    for(i=0; i<depth; i++) tmp +="   ";
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    tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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            mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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            " parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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    android.util.Log.e("NODE", tmp);
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    for(i=0; i<mNumChildren[0]; i++)
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      mChildren.get(i).debug(depth+1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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  @SuppressWarnings("unused")
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  static void debugMap()
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    {
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    NodeData tmp;
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    for(ArrayList<Long> key: mMapNodeID.keySet())
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      {
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      tmp = mMapNodeID.get(key);
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      android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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  private void adjustIsomorphism()
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    {
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    ArrayList<Long> newList = generateIDList();
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    NodeData newData = mMapNodeID.get(newList);
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    if( newData!=null )
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      {
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      newData.numPointingNodes++;
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      }
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    else
212
      {
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      newData = new NodeData(++mNextNodeID,newList);
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      mMapNodeID.put(newList,newData);
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      }
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    boolean deleteOldFBO = false;
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    boolean createNewFBO = false;
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220
    if( --mData.numPointingNodes==0 )
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      {
222
      mMapNodeID.remove(mData.key);
223
      if( mData.mFBO!=null ) deleteOldFBO=true;
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      }
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    if( mNumChildren[0]>0 && newData.mFBO==null )
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      {
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      createNewFBO = true;
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      }
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    if( mNumChildren[0]==0 && newData.mFBO!=null )
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      {
231
      newData.mFBO.markForDeletion();
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      android.util.Log.d("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
233
      newData.mFBO = null;
234
      }
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    if( deleteOldFBO && createNewFBO )
237
      {
238
      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
240
      }
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    else if( deleteOldFBO )
242
      {
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      mData.mFBO.markForDeletion();
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      //android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
245
      mData.mFBO = null;
246
      }
247
    else if( createNewFBO )
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      {
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      int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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      int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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      newData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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      //android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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      }
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    mData = newData;
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    if( mParent!=null ) mParent.adjustIsomorphism();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int markStencilAndDraw(long currTime, DistortedOutputSurface surface, DistortedEffectsPostprocess effects)
263
    {
264
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
265

    
266
    if( input.setAsInput() )
267
      {
268
      int quality = effects.getQuality();
269
      DistortedFramebuffer buffer1 = surface.mBuffer1[quality];
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      DistortedFramebuffer buffer2 = surface.mBuffer2[quality];
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      float w = mSurface.getWidth() /2.0f;
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      float h = mSurface.getHeight()/2.0f;
273

    
274
      // Actually draw our object.
275
      buffer1.setAsOutput();
276
      mState.apply();
277
      mEffects.drawPriv(w, h, mMesh, buffer1, currTime, 0);
278

    
279
      // Mark area of our object + marginInPixels pixels around with 1s in Stencil buffer
280
      //buffer2.setAsOutput();
281
      DistortedRenderState.setUpStencilMark();
282
      mEffects.drawPriv(w, h, mMesh, buffer1, currTime, effects.getHalo()*buffer1.mMipmap);
283
      DistortedRenderState.unsetUpStencilMark();
284

    
285
      return 1;
286
      }
287
    return 0;
288
    }
289

    
290
///////////////////////////////////////////////////////////////////////////////////////////////////
291
// return the total number of render calls issued
292

    
293
  int draw(long currTime, DistortedOutputSurface surface)
294
    {
295
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
296

    
297
    if( input.setAsInput() )
298
      {
299
      surface.setAsOutput(currTime);
300
      mState.apply();
301
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
302
      return 1;
303
      }
304

    
305
    return 0;
306
    }
307

    
308
///////////////////////////////////////////////////////////////////////////////////////////////////
309
// return the total number of render calls issued
310

    
311
  int renderRecursive(long currTime)
312
    {
313
    int numRenders = 0;
314

    
315
    if( mNumChildren[0]>0 && mData.currTime!=currTime )
316
      {
317
      mData.currTime = currTime;
318

    
319
      for (int i=0; i<mNumChildren[0]; i++)
320
        {
321
        numRenders += mChildren.get(i).renderRecursive(currTime);
322
        }
323

    
324
      if( mData.mFBO==null )
325
        {
326
        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
327
        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
328
        mData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
329
        }
330

    
331
      mData.mFBO.setAsOutput(currTime);
332

    
333
      if( mSurface.setAsInput() )
334
        {
335
        numRenders++;
336
        DistortedEffects.blitPriv(mData.mFBO);
337
        }
338

    
339
      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren);
340
      }
341

    
342
    return numRenders;
343
    }
344

    
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346

    
347
  private void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
348
    {
349
    mJobs.add(new Job(t,n,d));
350
    }
351

    
352
///////////////////////////////////////////////////////////////////////////////////////////////////
353

    
354
  void setPost(DistortedEffectsPostprocess dep)
355
    {
356
    mPostprocess = dep;
357
    }
358

    
359
///////////////////////////////////////////////////////////////////////////////////////////////////
360

    
361
  void setSurfaceParent(DistortedOutputSurface dep)
362
    {
363
    mSurfaceParent = dep;
364
    mParent = null;
365
    }
366

    
367
///////////////////////////////////////////////////////////////////////////////////////////////////
368
// PUBLIC API
369
///////////////////////////////////////////////////////////////////////////////////////////////////
370
/**
371
 * Constructs new Node.
372
 *     
373
 * @param surface InputSurface to put into the new Node.
374
 * @param effects DistortedEffects to put into the new Node.
375
 * @param mesh MeshObject to put into the new Node.
376
 */
377
  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
378
    {
379
    mSurface       = surface;
380
    mEffects       = effects;
381
    mPostprocess   = null;
382
    mMesh          = mesh;
383
    mState         = new DistortedRenderState();
384
    mChildren      = null;
385
    mNumChildren   = new int[1];
386
    mNumChildren[0]= 0;
387
    mParent        = null;
388
    mSurfaceParent = null;
389

    
390
    mFboW            = 0;  // i.e. take this from
391
    mFboH            = 0;  // mSurface's dimensions
392
    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
393

    
394
    ArrayList<Long> list = new ArrayList<>();
395
    list.add(mSurface.getID());
396
    list.add(-mEffects.getID());
397

    
398
    mData = mMapNodeID.get(list);
399
   
400
    if( mData!=null )
401
      {
402
      mData.numPointingNodes++;
403
      }
404
    else
405
      {
406
      mData = new NodeData(++mNextNodeID,list);
407
      mMapNodeID.put(list, mData);
408
      }
409
    }
410

    
411
///////////////////////////////////////////////////////////////////////////////////////////////////  
412
/**
413
 * Copy-constructs new Node from another Node.
414
 *     
415
 * @param node The DistortedNode to copy data from.
416
 * @param flags bit field composed of a subset of the following:
417
 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
418
 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
419
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
420
 */
421
  public DistortedNode(DistortedNode node, int flags)
422
    {
423
    mEffects      = new DistortedEffects(node.mEffects,flags);
424
    mPostprocess  = null;
425
    mMesh         = node.mMesh;
426
    mState        = new DistortedRenderState();
427
    mParent       = null;
428
    mSurfaceParent= null;
429

    
430
    mFboW            = node.mFboW;
431
    mFboH            = node.mFboH;
432
    mFboDepthStencil = node.mFboDepthStencil;
433

    
434
    if( (flags & Distorted.CLONE_SURFACE) != 0 )
435
      {
436
      mSurface = node.mSurface;
437
      }
438
    else
439
      {
440
      int w = node.mSurface.getWidth();
441
      int h = node.mSurface.getHeight();
442

    
443
      if( node.mSurface instanceof DistortedTexture )
444
        {
445
        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
446
        }
447
      else if( node.mSurface instanceof DistortedFramebuffer )
448
        {
449
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
450

    
451
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
452
          {
453
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
454
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
455
          }
456

    
457
        mSurface = new DistortedFramebuffer(1,depthStencil,DistortedSurface.TYPE_TREE,w,h);
458
        }
459
      }
460
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
461
      {
462
      if( node.mChildren==null )     // do NOT copy over the NULL!
463
        {
464
        node.mChildren = new ArrayList<>(2);
465
        }
466

    
467
      mChildren = node.mChildren;
468
      mNumChildren = node.mNumChildren;
469
      }
470
    else
471
      {
472
      mChildren = null;
473
      mNumChildren = new int[1];
474
      mNumChildren[0] = 0;
475
      }
476
   
477
    ArrayList<Long> list = generateIDList();
478
   
479
    mData = mMapNodeID.get(list);
480
   
481
    if( mData!=null )
482
      {
483
      mData.numPointingNodes++;
484
      }
485
    else
486
      {
487
      mData = new NodeData(++mNextNodeID,list);
488
      mMapNodeID.put(list, mData);
489
      }
490
    }
491

    
492
///////////////////////////////////////////////////////////////////////////////////////////////////
493
/**
494
 * Adds a new child to the last position in the list of our Node's children.
495
 * <p>
496
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
497
 * DistortedMaster (by calling doWork())
498
 *
499
 * @param node The new Node to add.
500
 */
501
  public void attach(DistortedNode node)
502
    {
503
    mJobs.add(new Job(ATTACH,node,null));
504
    DistortedMaster.newSlave(this);
505
    }
506

    
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508
/**
509
 * Adds a new child to the last position in the list of our Node's children.
510
 * <p>
511
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
512
 * DistortedMaster (by calling doWork())
513
 *
514
 * @param surface InputSurface to initialize our child Node with.
515
 * @param effects DistortedEffects to initialize our child Node with.
516
 * @param mesh MeshObject to initialize our child Node with.
517
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
518
 */
519
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
520
    {
521
    DistortedNode node = new DistortedNode(surface,effects,mesh);
522
    mJobs.add(new Job(ATTACH,node,null));
523
    DistortedMaster.newSlave(this);
524
    return node;
525
    }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
/**
529
 * Removes the first occurrence of a specified child from the list of children of our Node.
530
 * <p>
531
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
532
 * DistortedMaster (by calling doWork())
533
 *
534
 * @param node The Node to remove.
535
 */
536
  public void detach(DistortedNode node)
537
    {
538
    mJobs.add(new Job(DETACH,node,null));
539
    DistortedMaster.newSlave(this);
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543
/**
544
 * Removes the first occurrence of a specified child from the list of children of our Node.
545
 * <p>
546
 * A bit questionable method as there can be many different Nodes attached as children, some
547
 * of them having the same Effects but - for instance - different Mesh. Use with care.
548
 * <p>
549
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
550
 * DistortedMaster (by calling doWork())
551
 *
552
 * @param effects DistortedEffects to remove.
553
 */
554
  public void detach(DistortedEffects effects)
555
    {
556
    long id = effects.getID();
557
    DistortedNode node;
558
    boolean detached = false;
559

    
560
    for(int i=0; i<mNumChildren[0]; i++)
561
      {
562
      node = mChildren.get(i);
563

    
564
      if( node.getEffects().getID()==id )
565
        {
566
        detached = true;
567
        mJobs.add(new Job(DETACH,node,null));
568
        DistortedMaster.newSlave(this);
569
        break;
570
        }
571
      }
572

    
573
    if( !detached )
574
      {
575
      // if we failed to detach any, it still might be the case that
576
      // there's an ATTACH job that we need to cancel.
577
      int num = mJobs.size();
578
      Job job;
579

    
580
      for(int i=0; i<num; i++)
581
        {
582
        job = mJobs.get(i);
583

    
584
        if( job.type==ATTACH && job.node.getEffects()==effects )
585
          {
586
          mJobs.remove(i);
587
          break;
588
          }
589
        }
590
      }
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Removes all children Nodes.
596
 * <p>
597
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
598
 * DistortedMaster (by calling doWork())
599
 */
600
  public void detachAll()
601
    {
602
    mJobs.add(new Job(DETALL,null,null));
603
    DistortedMaster.newSlave(this);
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * This is not really part of the public API. Has to be public only because it is a part of the
609
 * DistortedSlave interface, which should really be a class that we extend here instead but
610
 * Java has no multiple inheritance.
611
 *
612
 * @y.exclude
613
 */
614
  public void doWork()
615
    {
616
    int num = mJobs.size();
617
    Job job;
618

    
619
    int numChanges=0;
620

    
621
    for(int i=0; i<num; i++)
622
      {
623
      job = mJobs.remove(0);
624

    
625
      switch(job.type)
626
        {
627
        case ATTACH: numChanges++;
628
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
629
                     job.node.mParent = this;
630
                     job.node.mSurfaceParent = null;
631
                     DistortedMaster.addSorted(mChildren,job.node);
632
                     mNumChildren[0]++;
633
                     break;
634
        case DETACH: numChanges++;
635
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
636
                       {
637
                       job.node.mParent = null;
638
                       job.node.mSurfaceParent = null;
639
                       mNumChildren[0]--;
640
                       }
641
                     break;
642
        case DETALL: numChanges++;
643
                     if( mNumChildren[0]>0 )
644
                       {
645
                       DistortedNode tmp;
646

    
647
                       for(int j=mNumChildren[0]-1; j>=0; j--)
648
                         {
649
                         tmp = mChildren.remove(j);
650
                         tmp.mParent = null;
651
                         tmp.mSurfaceParent = null;
652
                         }
653

    
654
                       mNumChildren[0] = 0;
655
                       }
656
                     break;
657
        case SORT  : job.node.mPostprocess = job.dep;
658
                     mChildren.remove(job.node);
659
                     DistortedMaster.addSorted(mChildren,job.node);
660
                     break;
661
        }
662
      }
663

    
664
    if( numChanges>0 ) adjustIsomorphism();
665
    }
666
///////////////////////////////////////////////////////////////////////////////////////////////////
667
/**
668
 * Sets the Postprocessing Effects we will apply to the temporary buffer this Node - and fellow siblings
669
 * with the same Effects - will get rendered to.
670
 * <p>
671
 * For efficiency reasons, it is very important to assign the very same DistortedEffectsPostprocess
672
 * object to all the DistortedNode siblings that are supposed to be postprocessed in the same way,
673
 * because only then will the library assign all such siblings to the same 'Bucket' which gets rendered
674
 * to the same offscreen buffer which then gets postprocessed in one go and subsequently merged to the
675
 * target Surface.
676
 */
677
  public void setPostprocessEffects(DistortedEffectsPostprocess dep)
678
    {
679
    if( mParent!=null )
680
      {
681
      mParent.newJob(SORT, this, dep);
682
      DistortedMaster.newSlave(mParent);
683
      }
684
    else if( mSurfaceParent!=null )
685
      {
686
      mSurfaceParent.newJob(SORT, this, dep);
687
      DistortedMaster.newSlave(mSurfaceParent);
688
      }
689
    else
690
      {
691
      mPostprocess = dep;
692
      }
693
    }
694

    
695
///////////////////////////////////////////////////////////////////////////////////////////////////
696
/**
697
 * Returns the DistortedEffectsPostprocess object that's in the Node.
698
 *
699
 * @return The DistortedEffectsPostprocess contained in the Node.
700
 */
701
  public DistortedEffectsPostprocess getEffectsPostprocess()
702
    {
703
    return mPostprocess;
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Returns the DistortedEffects object that's in the Node.
709
 * 
710
 * @return The DistortedEffects contained in the Node.
711
 */
712
  public DistortedEffects getEffects()
713
    {
714
    return mEffects;
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * Returns the DistortedInputSurface object that's in the Node.
720
 *
721
 * @return The DistortedInputSurface contained in the Node.
722
 */
723
  public DistortedInputSurface getSurface()
724
    {
725
    return mSurface;
726
    }
727

    
728
///////////////////////////////////////////////////////////////////////////////////////////////////
729
/**
730
 * Resizes the DistortedFramebuffer object that we render this Node to.
731
 */
732
  public void resize(int width, int height)
733
    {
734
    mFboW = width;
735
    mFboH = height;
736

    
737
    if ( mData.mFBO !=null )
738
      {
739
      // TODO: potentially allocate a new NodeData if we have to
740
      mData.mFBO.resize(width,height);
741
      }
742
    }
743

    
744
///////////////////////////////////////////////////////////////////////////////////////////////////
745
/**
746
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
747
 */
748
  public void enableDepthStencil(int depthStencil)
749
    {
750
    mFboDepthStencil = depthStencil;
751

    
752
    if ( mData.mFBO !=null )
753
      {
754
      // TODO: potentially allocate a new NodeData if we have to
755
      mData.mFBO.enableDepthStencil(depthStencil);
756
      }
757
    }
758

    
759
///////////////////////////////////////////////////////////////////////////////////////////////////
760
// APIs that control how to set the OpenGL state just before rendering this Node.
761
///////////////////////////////////////////////////////////////////////////////////////////////////
762
/**
763
 * When rendering this Node, use ColorMask (r,g,b,a).
764
 *
765
 * @param r Write to the RED color channel when rendering this Node?
766
 * @param g Write to the GREEN color channel when rendering this Node?
767
 * @param b Write to the BLUE color channel when rendering this Node?
768
 * @param a Write to the ALPHA channel when rendering this Node?
769
 */
770
  @SuppressWarnings("unused")
771
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
772
    {
773
    mState.glColorMask(r,g,b,a);
774
    }
775

    
776
///////////////////////////////////////////////////////////////////////////////////////////////////
777
/**
778
 * When rendering this Node, switch on writing to Depth buffer?
779
 *
780
 * @param mask Write to the Depth buffer when rendering this Node?
781
 */
782
  @SuppressWarnings("unused")
783
  public void glDepthMask(boolean mask)
784
    {
785
    mState.glDepthMask(mask);
786
    }
787

    
788
///////////////////////////////////////////////////////////////////////////////////////////////////
789
/**
790
 * When rendering this Node, which bits of the Stencil buffer to write to?
791
 *
792
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
793
 */
794
  @SuppressWarnings("unused")
795
  public void glStencilMask(int mask)
796
    {
797
    mState.glStencilMask(mask);
798
    }
799

    
800
///////////////////////////////////////////////////////////////////////////////////////////////////
801
/**
802
 * When rendering this Node, which Tests to enable?
803
 *
804
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
805
 */
806
  @SuppressWarnings("unused")
807
  public void glEnable(int test)
808
    {
809
    mState.glEnable(test);
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813
/**
814
 * When rendering this Node, which Tests to enable?
815
 *
816
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
817
 */
818
  @SuppressWarnings("unused")
819
  public void glDisable(int test)
820
    {
821
    mState.glDisable(test);
822
    }
823

    
824
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * When rendering this Node, use the following StencilFunc.
827
 *
828
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
829
 * @param ref  Reference valut to compare our stencil with.
830
 * @param mask Mask used when comparing.
831
 */
832
  @SuppressWarnings("unused")
833
  public void glStencilFunc(int func, int ref, int mask)
834
    {
835
    mState.glStencilFunc(func,ref,mask);
836
    }
837

    
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * When rendering this Node, use the following StencilOp.
841
 * <p>
842
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
843
 *
844
 * @param sfail  What to do when Stencil Test fails.
845
 * @param dpfail What to do when Depth Test fails.
846
 * @param dppass What to do when Depth Test passes.
847
 */
848
  @SuppressWarnings("unused")
849
  public void glStencilOp(int sfail, int dpfail, int dppass)
850
    {
851
    mState.glStencilOp(sfail,dpfail,dppass);
852
    }
853

    
854
///////////////////////////////////////////////////////////////////////////////////////////////////
855
/**
856
 * When rendering this Node, use the following DepthFunc.
857
 *
858
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
859
 */
860
  @SuppressWarnings("unused")
861
  public void glDepthFunc(int func)
862
    {
863
    mState.glDepthFunc(func);
864
    }
865

    
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * When rendering this Node, use the following Blending mode.
869
 * <p>
870
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
871
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
872
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
873
 *
874
 * @param src Source Blend function
875
 * @param dst Destination Blend function
876
 */
877
  @SuppressWarnings("unused")
878
  public void glBlendFunc(int src, int dst)
879
    {
880
    mState.glBlendFunc(src,dst);
881
    }
882

    
883
///////////////////////////////////////////////////////////////////////////////////////////////////
884
/**
885
 * Before rendering this Node, clear the following buffers.
886
 * <p>
887
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
888
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
889
 * Default: 0
890
 *
891
 * @param mask bitwise OR of BUFFER_BITs to clear.
892
 */
893
  @SuppressWarnings("unused")
894
  public void glClear(int mask)
895
    {
896
    mState.glClear(mask);
897
    }
898
  }
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