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library / src / main / java / org / distorted / library / DistortedNode.java @ 270c27bc

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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
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      {
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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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    if( --mData.numPointingNodes==0 )
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      {
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      mMapNodeID.remove(mData.key);
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      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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      {
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      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() );
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      newData.mFBO = null;
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      }
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    if( deleteOldFBO && createNewFBO )
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      {
238
      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
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      }
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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() );
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      mData.mFBO = null;
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      }
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    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(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, float marginInPixels)
263
    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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266
    if( input.setAsInput() )
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      {
268
      // Mark area of our object + marginInPixels pixels around with 1s in Stencil buffer
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      DistortedRenderState.setUpStencilMark();
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      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, marginInPixels);
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      // Actually draw our object.
273
      mState.apply();
274
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
275
      return 1;
276
      }
277
    return 0;
278
    }
279

    
280
///////////////////////////////////////////////////////////////////////////////////////////////////
281
// return the total number of render calls issued
282

    
283
  int draw(long currTime, DistortedOutputSurface surface)
284
    {
285
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
286

    
287
    if( input.setAsInput() )
288
      {
289
      mState.apply();
290
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
291
      return 1;
292
      }
293

    
294
    return 0;
295
    }
296

    
297
///////////////////////////////////////////////////////////////////////////////////////////////////
298
// return the total number of render calls issued
299

    
300
  int renderRecursive(long currTime)
301
    {
302
    int numRenders = 0;
303

    
304
    if( mNumChildren[0]>0 && mData.currTime!=currTime )
305
      {
306
      mData.currTime = currTime;
307

    
308
      for (int i=0; i<mNumChildren[0]; i++)
309
        {
310
        numRenders += mChildren.get(i).renderRecursive(currTime);
311
        }
312

    
313
      if( mData.mFBO==null )
314
        {
315
        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
316
        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
317
        mData.mFBO = new DistortedFramebuffer(mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
318
        }
319

    
320
      mData.mFBO.setAsOutput(currTime);
321

    
322
      if( mSurface.setAsInput() )
323
        {
324
        numRenders++;
325
        DistortedEffects.blitPriv(mData.mFBO);
326
        }
327

    
328
      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren);
329
      }
330

    
331
    return numRenders;
332
    }
333

    
334
///////////////////////////////////////////////////////////////////////////////////////////////////
335

    
336
  private void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
337
    {
338
    mJobs.add(new Job(t,n,d));
339
    }
340

    
341
///////////////////////////////////////////////////////////////////////////////////////////////////
342

    
343
  void setPost(DistortedEffectsPostprocess dep)
344
    {
345
    mPostprocess = dep;
346
    }
347

    
348
///////////////////////////////////////////////////////////////////////////////////////////////////
349

    
350
  void setSurfaceParent(DistortedOutputSurface dep)
351
    {
352
    mSurfaceParent = dep;
353
    mParent = null;
354
    }
355

    
356
///////////////////////////////////////////////////////////////////////////////////////////////////
357
// PUBLIC API
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
/**
360
 * Constructs new Node.
361
 *     
362
 * @param surface InputSurface to put into the new Node.
363
 * @param effects DistortedEffects to put into the new Node.
364
 * @param mesh MeshObject to put into the new Node.
365
 */
366
  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
367
    {
368
    mSurface       = surface;
369
    mEffects       = effects;
370
    mPostprocess   = null;
371
    mMesh          = mesh;
372
    mState         = new DistortedRenderState();
373
    mChildren      = null;
374
    mNumChildren   = new int[1];
375
    mNumChildren[0]= 0;
376
    mParent        = null;
377
    mSurfaceParent = null;
378

    
379
    mFboW            = 0;  // i.e. take this from
380
    mFboH            = 0;  // mSurface's dimensions
381
    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
382

    
383
    ArrayList<Long> list = new ArrayList<>();
384
    list.add(mSurface.getID());
385
    list.add(-mEffects.getID());
386

    
387
    mData = mMapNodeID.get(list);
388
   
389
    if( mData!=null )
390
      {
391
      mData.numPointingNodes++;
392
      }
393
    else
394
      {
395
      mData = new NodeData(++mNextNodeID,list);
396
      mMapNodeID.put(list, mData);
397
      }
398
    }
399

    
400
///////////////////////////////////////////////////////////////////////////////////////////////////  
401
/**
402
 * Copy-constructs new Node from another Node.
403
 *     
404
 * @param node The DistortedNode to copy data from.
405
 * @param flags bit field composed of a subset of the following:
406
 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
407
 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
408
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
409
 */
410
  public DistortedNode(DistortedNode node, int flags)
411
    {
412
    mEffects      = new DistortedEffects(node.mEffects,flags);
413
    mPostprocess  = null;
414
    mMesh         = node.mMesh;
415
    mState        = new DistortedRenderState();
416
    mParent       = null;
417
    mSurfaceParent= null;
418

    
419
    mFboW            = node.mFboW;
420
    mFboH            = node.mFboH;
421
    mFboDepthStencil = node.mFboDepthStencil;
422

    
423
    if( (flags & Distorted.CLONE_SURFACE) != 0 )
424
      {
425
      mSurface = node.mSurface;
426
      }
427
    else
428
      {
429
      int w = node.mSurface.getWidth();
430
      int h = node.mSurface.getHeight();
431

    
432
      if( node.mSurface instanceof DistortedTexture )
433
        {
434
        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
435
        }
436
      else if( node.mSurface instanceof DistortedFramebuffer )
437
        {
438
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
439

    
440
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
441
          {
442
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
443
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
444
          }
445

    
446
        mSurface = new DistortedFramebuffer(depthStencil,DistortedSurface.TYPE_TREE,w,h);
447
        }
448
      }
449
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
450
      {
451
      if( node.mChildren==null )     // do NOT copy over the NULL!
452
        {
453
        node.mChildren = new ArrayList<>(2);
454
        }
455

    
456
      mChildren = node.mChildren;
457
      mNumChildren = node.mNumChildren;
458
      }
459
    else
460
      {
461
      mChildren = null;
462
      mNumChildren = new int[1];
463
      mNumChildren[0] = 0;
464
      }
465
   
466
    ArrayList<Long> list = generateIDList();
467
   
468
    mData = mMapNodeID.get(list);
469
   
470
    if( mData!=null )
471
      {
472
      mData.numPointingNodes++;
473
      }
474
    else
475
      {
476
      mData = new NodeData(++mNextNodeID,list);
477
      mMapNodeID.put(list, mData);
478
      }
479
    }
480

    
481
///////////////////////////////////////////////////////////////////////////////////////////////////
482
/**
483
 * Adds a new child to the last position in the list of our Node's children.
484
 * <p>
485
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
486
 * DistortedMaster (by calling doWork())
487
 *
488
 * @param node The new Node to add.
489
 */
490
  public void attach(DistortedNode node)
491
    {
492
    mJobs.add(new Job(ATTACH,node,null));
493
    DistortedMaster.newSlave(this);
494
    }
495

    
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497
/**
498
 * Adds a new child to the last position in the list of our Node's children.
499
 * <p>
500
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
501
 * DistortedMaster (by calling doWork())
502
 *
503
 * @param surface InputSurface to initialize our child Node with.
504
 * @param effects DistortedEffects to initialize our child Node with.
505
 * @param mesh MeshObject to initialize our child Node with.
506
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
507
 */
508
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
509
    {
510
    DistortedNode node = new DistortedNode(surface,effects,mesh);
511
    mJobs.add(new Job(ATTACH,node,null));
512
    DistortedMaster.newSlave(this);
513
    return node;
514
    }
515

    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * Removes the first occurrence of a specified child from the list of children of our Node.
519
 * <p>
520
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
521
 * DistortedMaster (by calling doWork())
522
 *
523
 * @param node The Node to remove.
524
 */
525
  public void detach(DistortedNode node)
526
    {
527
    mJobs.add(new Job(DETACH,node,null));
528
    DistortedMaster.newSlave(this);
529
    }
530

    
531
///////////////////////////////////////////////////////////////////////////////////////////////////
532
/**
533
 * Removes the first occurrence of a specified child from the list of children of our Node.
534
 * <p>
535
 * A bit questionable method as there can be many different Nodes attached as children, some
536
 * of them having the same Effects but - for instance - different Mesh. Use with care.
537
 * <p>
538
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
539
 * DistortedMaster (by calling doWork())
540
 *
541
 * @param effects DistortedEffects to remove.
542
 */
543
  public void detach(DistortedEffects effects)
544
    {
545
    long id = effects.getID();
546
    DistortedNode node;
547
    boolean detached = false;
548

    
549
    for(int i=0; i<mNumChildren[0]; i++)
550
      {
551
      node = mChildren.get(i);
552

    
553
      if( node.getEffects().getID()==id )
554
        {
555
        detached = true;
556
        mJobs.add(new Job(DETACH,node,null));
557
        DistortedMaster.newSlave(this);
558
        break;
559
        }
560
      }
561

    
562
    if( !detached )
563
      {
564
      // if we failed to detach any, it still might be the case that
565
      // there's an ATTACH job that we need to cancel.
566
      int num = mJobs.size();
567
      Job job;
568

    
569
      for(int i=0; i<num; i++)
570
        {
571
        job = mJobs.get(i);
572

    
573
        if( job.type==ATTACH && job.node.getEffects()==effects )
574
          {
575
          mJobs.remove(i);
576
          break;
577
          }
578
        }
579
      }
580
    }
581

    
582
///////////////////////////////////////////////////////////////////////////////////////////////////
583
/**
584
 * Removes all children Nodes.
585
 * <p>
586
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
587
 * DistortedMaster (by calling doWork())
588
 */
589
  public void detachAll()
590
    {
591
    mJobs.add(new Job(DETALL,null,null));
592
    DistortedMaster.newSlave(this);
593
    }
594

    
595
///////////////////////////////////////////////////////////////////////////////////////////////////
596
/**
597
 * This is not really part of the public API. Has to be public only because it is a part of the
598
 * DistortedSlave interface, which should really be a class that we extend here instead but
599
 * Java has no multiple inheritance.
600
 *
601
 * @y.exclude
602
 */
603
  public void doWork()
604
    {
605
    int num = mJobs.size();
606
    Job job;
607

    
608
    int numChanges=0;
609

    
610
    for(int i=0; i<num; i++)
611
      {
612
      job = mJobs.remove(0);
613

    
614
      switch(job.type)
615
        {
616
        case ATTACH: numChanges++;
617
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
618
                     job.node.mParent = this;
619
                     job.node.mSurfaceParent = null;
620
                     DistortedMaster.addSorted(mChildren,job.node);
621
                     mNumChildren[0]++;
622
                     break;
623
        case DETACH: numChanges++;
624
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
625
                       {
626
                       job.node.mParent = null;
627
                       job.node.mSurfaceParent = null;
628
                       mNumChildren[0]--;
629
                       }
630
                     break;
631
        case DETALL: numChanges++;
632
                     if( mNumChildren[0]>0 )
633
                       {
634
                       DistortedNode tmp;
635

    
636
                       for(int j=mNumChildren[0]-1; j>=0; j--)
637
                         {
638
                         tmp = mChildren.remove(j);
639
                         tmp.mParent = null;
640
                         tmp.mSurfaceParent = null;
641
                         }
642

    
643
                       mNumChildren[0] = 0;
644
                       }
645
                     break;
646
        case SORT  : job.node.mPostprocess = job.dep;
647
                     mChildren.remove(job.node);
648
                     DistortedMaster.addSorted(mChildren,job.node);
649
                     break;
650
        }
651
      }
652

    
653
    if( numChanges>0 ) adjustIsomorphism();
654
    }
655
///////////////////////////////////////////////////////////////////////////////////////////////////
656
/**
657
 * Sets the Postprocessing Effects we will apply to the temporary buffer this Node - and fellow siblings
658
 * with the same Effects - will get rendered to.
659
 * <p>
660
 * For efficiency reasons, it is very important to assign the very same DistortedEffectsPostprocess
661
 * object to all the DistortedNode siblings that are supposed to be postprocessed in the same way,
662
 * because only then will the library assign all such siblings to the same 'Bucket' which gets rendered
663
 * to the same offscreen buffer which then gets postprocessed in one go and subsequently merged to the
664
 * target Surface.
665
 */
666
  public void setPostprocessEffects(DistortedEffectsPostprocess dep)
667
    {
668
    if( mParent!=null )
669
      {
670
      mParent.newJob(SORT, this, dep);
671
      DistortedMaster.newSlave(mParent);
672
      }
673
    else if( mSurfaceParent!=null )
674
      {
675
      mSurfaceParent.newJob(SORT, this, dep);
676
      DistortedMaster.newSlave(mSurfaceParent);
677
      }
678
    else
679
      {
680
      mPostprocess = dep;
681
      }
682
    }
683

    
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
/**
686
 * Returns the DistortedEffectsPostprocess object that's in the Node.
687
 *
688
 * @return The DistortedEffectsPostprocess contained in the Node.
689
 */
690
  public DistortedEffectsPostprocess getEffectsPostprocess()
691
    {
692
    return mPostprocess;
693
    }
694

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

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

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * Resizes the DistortedFramebuffer object that we render this Node to.
720
 */
721
  public void resize(int width, int height)
722
    {
723
    mFboW = width;
724
    mFboH = height;
725

    
726
    if ( mData.mFBO !=null )
727
      {
728
      // TODO: potentially allocate a new NodeData if we have to
729
      mData.mFBO.resize(width,height);
730
      }
731
    }
732

    
733
///////////////////////////////////////////////////////////////////////////////////////////////////
734
/**
735
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
736
 */
737
  public void enableDepthStencil(int depthStencil)
738
    {
739
    mFboDepthStencil = depthStencil;
740

    
741
    if ( mData.mFBO !=null )
742
      {
743
      // TODO: potentially allocate a new NodeData if we have to
744
      mData.mFBO.enableDepthStencil(depthStencil);
745
      }
746
    }
747

    
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749
// APIs that control how to set the OpenGL state just before rendering this Node.
750
///////////////////////////////////////////////////////////////////////////////////////////////////
751
/**
752
 * When rendering this Node, use ColorMask (r,g,b,a).
753
 *
754
 * @param r Write to the RED color channel when rendering this Node?
755
 * @param g Write to the GREEN color channel when rendering this Node?
756
 * @param b Write to the BLUE color channel when rendering this Node?
757
 * @param a Write to the ALPHA channel when rendering this Node?
758
 */
759
  @SuppressWarnings("unused")
760
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
761
    {
762
    mState.glColorMask(r,g,b,a);
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * When rendering this Node, switch on writing to Depth buffer?
768
 *
769
 * @param mask Write to the Depth buffer when rendering this Node?
770
 */
771
  @SuppressWarnings("unused")
772
  public void glDepthMask(boolean mask)
773
    {
774
    mState.glDepthMask(mask);
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * When rendering this Node, which bits of the Stencil buffer to write to?
780
 *
781
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
782
 */
783
  @SuppressWarnings("unused")
784
  public void glStencilMask(int mask)
785
    {
786
    mState.glStencilMask(mask);
787
    }
788

    
789
///////////////////////////////////////////////////////////////////////////////////////////////////
790
/**
791
 * When rendering this Node, which Tests to enable?
792
 *
793
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
794
 */
795
  @SuppressWarnings("unused")
796
  public void glEnable(int test)
797
    {
798
    mState.glEnable(test);
799
    }
800

    
801
///////////////////////////////////////////////////////////////////////////////////////////////////
802
/**
803
 * When rendering this Node, which Tests to enable?
804
 *
805
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
806
 */
807
  @SuppressWarnings("unused")
808
  public void glDisable(int test)
809
    {
810
    mState.glDisable(test);
811
    }
812

    
813
///////////////////////////////////////////////////////////////////////////////////////////////////
814
/**
815
 * When rendering this Node, use the following StencilFunc.
816
 *
817
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
818
 * @param ref  Reference valut to compare our stencil with.
819
 * @param mask Mask used when comparing.
820
 */
821
  @SuppressWarnings("unused")
822
  public void glStencilFunc(int func, int ref, int mask)
823
    {
824
    mState.glStencilFunc(func,ref,mask);
825
    }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
/**
829
 * When rendering this Node, use the following StencilOp.
830
 * <p>
831
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
832
 *
833
 * @param sfail  What to do when Stencil Test fails.
834
 * @param dpfail What to do when Depth Test fails.
835
 * @param dppass What to do when Depth Test passes.
836
 */
837
  @SuppressWarnings("unused")
838
  public void glStencilOp(int sfail, int dpfail, int dppass)
839
    {
840
    mState.glStencilOp(sfail,dpfail,dppass);
841
    }
842

    
843
///////////////////////////////////////////////////////////////////////////////////////////////////
844
/**
845
 * When rendering this Node, use the following DepthFunc.
846
 *
847
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
848
 */
849
  @SuppressWarnings("unused")
850
  public void glDepthFunc(int func)
851
    {
852
    mState.glDepthFunc(func);
853
    }
854

    
855
///////////////////////////////////////////////////////////////////////////////////////////////////
856
/**
857
 * When rendering this Node, use the following Blending mode.
858
 * <p>
859
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
860
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
861
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
862
 *
863
 * @param src Source Blend function
864
 * @param dst Destination Blend function
865
 */
866
  @SuppressWarnings("unused")
867
  public void glBlendFunc(int src, int dst)
868
    {
869
    mState.glBlendFunc(src,dst);
870
    }
871

    
872
///////////////////////////////////////////////////////////////////////////////////////////////////
873
/**
874
 * Before rendering this Node, clear the following buffers.
875
 * <p>
876
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
877
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
878
 * Default: 0
879
 *
880
 * @param mask bitwise OR of BUFFER_BITs to clear.
881
 */
882
  @SuppressWarnings("unused")
883
  public void glClear(int mask)
884
    {
885
    mState.glClear(mask);
886
    }
887
  }
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