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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 2ab60f72

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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.main;
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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 java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.util.ArrayList;
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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 DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedOutputSurface[] mBuffer;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  private int mDebugLevel;
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  ////////////////////////////////////////////////////////////////////////////////
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  // section dealing with Shader Storage Buffer Object (for counting transparency)
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  private static final int BUFFERING = 3;
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  private static int mBufferSize     =10;
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  private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter();
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  private static int[] mSSBO = new int[1];
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  private static ByteBuffer mSSBOBuffer;
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  static
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    {
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    mSSBO[0]    = -1;
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    mSSBOBuffer = ByteBuffer.allocateDirect(BUFFERING*mBufferSize*4).order(ByteOrder.nativeOrder());
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    }
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  private int mSurfaceID;
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  private int mLastIndex;
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  // end section
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  ////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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  abstract void createSurface();
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  abstract void deleteSurface();
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  abstract void recreateSurface();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mDebugLevel = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH];
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void error(String msg)
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    {
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    int err = GLES31.glGetError();
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    if( err != GLES31.GL_NO_ERROR )
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      {
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      android.util.Log.e("surface", msg+" error: "+err);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void create()
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    {
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    if( mSSBO[0]<0 )
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      {
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      GLES31.glGenBuffers(1,mSSBO,0);
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      // here bind the new SSBO and map it
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      error("pre1");
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, BUFFERING*mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      error("pre2");
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      mSSBOBuffer = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, BUFFERING*mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      error("pre3");
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      error("pre4");
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      }
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    mSurfaceID = mSurfaceCounter.returnNext();
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    if( mSurfaceID>=mBufferSize )
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      {
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      // increase the size of mSSBOBuffer, copy over old values, remap.
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      // TODO (don't need this if there are never more than mBufferSize=10 Surfaces)
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      }
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    createSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void delete()
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    {
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    mSurfaceCounter.release(mSurfaceID);
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    deleteSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void recreate()
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    {
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    mSSBO[0] = -1;
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    mSurfaceCounter.releaseAll();
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    recreateSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int resetNewCounter()
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    {
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    //mSSBOBuffer.putInt(BUFFERING*mSurfaceID+mLastIndex,0);
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    return BUFFERING*mSurfaceID + mLastIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int returnOldCounter()
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    {
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    int ret = mSSBOBuffer.getInt(BUFFERING*mSurfaceID+mLastIndex);
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    mLastIndex++;
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    if( mLastIndex>=BUFFERING ) mLastIndex-=BUFFERING;
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int returnCounter()
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    {
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    return mSSBOBuffer.getInt(0);
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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 void createBuffers()
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    {
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    float mipmap=1.0f;
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    mBuffer[EffectQuality.LENGTH] = this;
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer and merge it.
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 ) numRenders += child1.draw(time,this);
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      else
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        {
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        if( mBuffer[0]==null ) createBuffers();
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket!=0 )
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(this);
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            numRenders += blitWithDepth(time, mBuffer[quality]);
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            }
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          internalQuality = currQueue.getInternalQuality();
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          quality         = currQueue.getQuality();
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          bucketChange    = i;
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          }
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        child1.draw(time,mBuffer[quality]);
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        //numRenders += currQueue.draw(child1,time,mBuffer);
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        if( i==numChildren-1 )
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          {
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          for(int j=bucketChange; j<numChildren; j++)
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            {
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            child2 = children.get(j);
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            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
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            }
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          numRenders += currQueue.postprocess(this);
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          numRenders += blitWithDepth(time, mBuffer[quality]);
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          }
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        }
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      lastQueue = currQueue;
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      lastBucket= currBucket;
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  ArrayList<DistortedNode> getChildren()
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    {
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    return mChildren;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Make the library show various debugging information.
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 * <p>
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 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
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 *
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 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
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 */
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  public void setDebug(int bitmask)
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    {
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    if( this instanceof DistortedScreen )
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      mDebugLevel = bitmask;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
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 */
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  public int render(long time)
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    {
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    if( mDebugLevel!=0 ) prepareDebug(time);
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    // change tree topology (attach and detach children)
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/*
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    boolean changed1 =
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*/
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    DistortedMaster.toDo();
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/*
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    if( changed1 )
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      {
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      for(int i=0; i<mNumChildren; i++)
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        {
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        mChildren.get(i).debug(0);
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        }
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      DistortedNode.debugMap();
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      }
481 eadf0859 leszek
*/
482 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
483
    // Watch out: FIRST change topology, only then deal
484
    // with OpenGL resources. That's because changing Tree
485
    // can result in additional Framebuffers that would need
486
    // to be created immediately, before the calls to drawRecursive()
487 42571056 Leszek Koltunski
/*
488
    boolean changed2 =
489
*/
490 f8377ef8 leszek
    toDo();
491 eadf0859 leszek
/*
492 42571056 Leszek Koltunski
    if( changed2 )
493 af27df87 leszek
      {
494 226144d0 leszek
      DistortedObject.debugLists();
495 42571056 Leszek Koltunski
      }
496 eadf0859 leszek
*/
497 c834348d leszek
    // mark OpenGL state as unknown
498
    DistortedRenderState.reset();
499 2ed1c692 leszek
500 b2939df4 Leszek Koltunski
    int numRenders=0;
501 7691a39f leszek
502 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
503 af4cc5db Leszek Koltunski
      {
504 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
505 af4cc5db Leszek Koltunski
      }
506 7691a39f leszek
507 070695a5 Leszek Koltunski
    setAsOutput(time);
508 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
509
510 26a4e5f6 leszek
    if( mDebugLevel != 0 ) renderDebug(time);
511 b28c6c21 leszek
512 7691a39f leszek
    return numRenders;
513 af4cc5db Leszek Koltunski
    }
514
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516 c5369f1b leszek
/**
517
 * Bind this Surface as a Framebuffer we can render to.
518 02ab6f9d leszek
 *
519
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
520
 *             out if this is the first time during present frame that this FBO is being set as output.
521
 *             If so, the library, in addition to binding the Surface for output, also clears the
522
 *             Surface's color and depth attachments.
523 c5369f1b leszek
 */
524 95c441a2 leszek
  public void setAsOutput(long time)
525 a436ccc5 leszek
    {
526 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
527 95c441a2 leszek
528
    if( mTime!=time )
529
      {
530
      mTime = time;
531 23eecbd9 Leszek Koltunski
      DistortedRenderState.colorDepthStencilOn();
532 e6519ac8 Leszek Koltunski
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
533
      GLES31.glClearDepthf(mClearDepth);
534
      GLES31.glClearStencil(mClearStencil);
535
      GLES31.glClear(mClear);
536 144d252c Leszek Koltunski
      DistortedRenderState.colorDepthStencilRestore();
537 95c441a2 leszek
      }
538 a436ccc5 leszek
    }
539 af4cc5db Leszek Koltunski
540 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
541
/**
542
 * Bind this Surface as a Framebuffer we can render to.
543
 * <p>
544
 * This version does not attempt to clear anything.
545
 */
546
547
  public void setAsOutput()
548
    {
549 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
550 1dfc9074 leszek
    }
551
552
///////////////////////////////////////////////////////////////////////////////////////////////////
553
/**
554
 * Return the Near plane of the Projection included in the Surface.
555
 *
556
 * @return the Near plane.
557
 */
558
  public float getNear()
559
    {
560
    return mNear;
561
    }
562
563 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
564
/**
565
 * Set mipmap level.
566
 * <p>
567
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
568
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
569
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
570
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
571
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
572
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
573 8426bd6a Leszek Koltunski
 * <p>
574
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
575
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
576
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
577
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
578 638b5b5c leszek
 *
579
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
580
 *               does not make any sense (that would result in loss of speed and no gain in quality)
581
 */
582
  public void setMipmap(float mipmap)
583
    {
584
    mMipmap = mipmap;
585
    }
586
587 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
588
/**
589 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
590 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
591 a9f41fa3 leszek
 *
592
 * @param r the Red component. Default: 0.0f
593
 * @param g the Green component. Default: 0.0f
594
 * @param b the Blue component. Default: 0.0f
595
 * @param a the Alpha component. Default: 0.0f
596
 */
597
  public void glClearColor(float r, float g, float b, float a)
598
    {
599
    mClearR = r;
600
    mClearG = g;
601
    mClearB = b;
602
    mClearA = a;
603
    }
604
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606
/**
607 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
608
 * the Depth buffer of our Surface at the beginning of each frame.
609 a9f41fa3 leszek
 *
610
 * @param d the Depth. Default: 1.0f
611
 */
612
  public void glClearDepthf(float d)
613
    {
614
    mClearDepth = d;
615
    }
616
617 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619
 * Uses glClearStencil() to set up a value with which to clear the
620
 * Stencil buffer of our Surface at the beginning of each frame.
621
 *
622
 * @param s the Stencil. Default: 0
623
 */
624
  public void glClearStencil(int s)
625
    {
626
    mClearStencil = s;
627
    }
628
629 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Which buffers to Clear at the beginning of each frame?
632
 * <p>
633
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
634
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
635
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
636
 *
637
 * @param mask bitwise OR of BUFFER_BITs to clear.
638
 */
639
  public void glClear(int mask)
640
    {
641
    mClear = mask;
642
    }
643
644 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
645
/**
646
 * Create new Projection matrix.
647
 *
648
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
649 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
650
 * @param near Distance between the screen plane and the near plane.
651
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
652
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
653 af4cc5db Leszek Koltunski
 */
654 54fe333a leszek
  public void setProjection(float fov, float near)
655 af4cc5db Leszek Koltunski
    {
656 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
657
      {
658
      mFOV = fov;
659
      }
660
661
    if( near<   1.0f && near> 0.0f )
662
      {
663
      mNear= near;
664
      }
665
    else if( near<=0.0f )
666
      {
667
      mNear = 0.01f;
668
      }
669
    else if( near>=1.0f )
670
      {
671
      mNear=0.99f;
672
      }
673 af4cc5db Leszek Koltunski
674 1dfc9074 leszek
    if( mBuffer[0]!=null )
675
      {
676
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
677
      }
678
679 af4cc5db Leszek Koltunski
    createProjection();
680
    }
681
682
///////////////////////////////////////////////////////////////////////////////////////////////////
683 c5369f1b leszek
/**
684 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
685 c7da4e65 leszek
 * <p>
686
 * This method can be safely called mid-render as it doesn't interfere with rendering.
687 af4cc5db Leszek Koltunski
 *
688
 * @param width The new width.
689
 * @param height The new height.
690 c5369f1b leszek
 */
691 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
692
    {
693
    if( mWidth!=width || mHeight!=height )
694
      {
695
      mWidth = width;
696
      mHeight= height;
697 f8377ef8 leszek
698
      createProjection();
699
700 c7da4e65 leszek
      if( mColorCreated==CREATED )
701 f8377ef8 leszek
        {
702 f28fffc2 Leszek Koltunski
        markForCreation();
703 f8377ef8 leszek
        recreate();
704
        }
705 af4cc5db Leszek Koltunski
      }
706
    }
707 a09ada4c Leszek Koltunski
708 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
711 a436ccc5 leszek
 *
712 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
713 a436ccc5 leszek
 */
714 89de975c leszek
  public boolean hasDepth()
715 a436ccc5 leszek
    {
716 89de975c leszek
    return mDepthStencilCreated==CREATED;
717 a436ccc5 leszek
    }
718
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
722 a436ccc5 leszek
 *
723 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
724 a436ccc5 leszek
 */
725 89de975c leszek
  public boolean hasStencil()
726 a436ccc5 leszek
    {
727 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
728 a436ccc5 leszek
    }
729
730 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
731
/**
732
 * Adds a new child to the last position in the list of our Surface's children.
733 c204c69d leszek
 * <p>
734
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
735 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
736 a09ada4c Leszek Koltunski
 *
737
 * @param node The new Node to add.
738
 */
739 c204c69d leszek
  public void attach(DistortedNode node)
740 a09ada4c Leszek Koltunski
    {
741 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
742 efe3d8fe leszek
    DistortedMaster.newSlave(this);
743 a09ada4c Leszek Koltunski
    }
744
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746
/**
747
 * Adds a new child to the last position in the list of our Surface's children.
748 c204c69d leszek
 * <p>
749
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
750 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
751 a09ada4c Leszek Koltunski
 *
752
 * @param surface InputSurface to initialize our child Node with.
753
 * @param effects DistortedEffects to initialize our child Node with.
754
 * @param mesh MeshObject to initialize our child Node with.
755
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
756
 */
757 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
758 a09ada4c Leszek Koltunski
    {
759
    DistortedNode node = new DistortedNode(surface,effects,mesh);
760 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
761 efe3d8fe leszek
    DistortedMaster.newSlave(this);
762 c204c69d leszek
    return node;
763
    }
764
765 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Removes the first occurrence of a specified child from the list of children of our Surface.
768
 * <p>
769
 * A bit questionable method as there can be many different Nodes attached as children, some
770
 * of them having the same Effects but - for instance - different Mesh. Use with care.
771
 * <p>
772
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
773 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
774 af27df87 leszek
 *
775
 * @param effects DistortedEffects to remove.
776
 */
777
  public void detach(DistortedEffects effects)
778
    {
779
    long id = effects.getID();
780
    DistortedNode node;
781 8baa1fe6 Leszek Koltunski
    boolean detached = false;
782 af27df87 leszek
783
    for(int i=0; i<mNumChildren; i++)
784
      {
785
      node = mChildren.get(i);
786
787
      if( node.getEffects().getID()==id )
788
        {
789 8baa1fe6 Leszek Koltunski
        detached = true;
790 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
791 efe3d8fe leszek
        DistortedMaster.newSlave(this);
792 af27df87 leszek
        break;
793
        }
794
      }
795 8baa1fe6 Leszek Koltunski
796
    if( !detached )
797
      {
798
      // if we failed to detach any, it still might be the case that
799 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
800
      int num = mJobs.size();
801
      Job job;
802
803
      for(int i=0; i<num; i++)
804
        {
805
        job = mJobs.get(i);
806
807
        if( job.type==ATTACH && job.node.getEffects()==effects )
808
          {
809
          mJobs.remove(i);
810
          break;
811
          }
812
        }
813 8baa1fe6 Leszek Koltunski
      }
814 af27df87 leszek
    }
815
816 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
817
/**
818
 * Removes the first occurrence of a specified child from the list of children of our Surface.
819 c204c69d leszek
 * <p>
820
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
821 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
822 c204c69d leszek
 *
823
 * @param node The Node to remove.
824
 */
825
  public void detach(DistortedNode node)
826
    {
827 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
828 efe3d8fe leszek
    DistortedMaster.newSlave(this);
829 a09ada4c Leszek Koltunski
    }
830
831
///////////////////////////////////////////////////////////////////////////////////////////////////
832
/**
833
 * Removes all children Nodes.
834 c204c69d leszek
 * <p>
835
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
836 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
837 c204c69d leszek
 */
838
  public void detachAll()
839
    {
840 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
841 efe3d8fe leszek
    DistortedMaster.newSlave(this);
842 c204c69d leszek
    }
843
844
///////////////////////////////////////////////////////////////////////////////////////////////////
845
/**
846
 * This is not really part of the public API. Has to be public only because it is a part of the
847 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
848 c204c69d leszek
 * Java has no multiple inheritance.
849 43fbf0dd leszek
 *
850
 * @y.exclude
851 a09ada4c Leszek Koltunski
 */
852 efe3d8fe leszek
  public void doWork()
853 a09ada4c Leszek Koltunski
    {
854 efe3d8fe leszek
    int num = mJobs.size();
855
    Job job;
856
857
    for(int i=0; i<num; i++)
858
      {
859
      job = mJobs.remove(0);
860
861
      switch(job.type)
862
        {
863 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
864
                     job.node.setSurfaceParent(this);
865
                     DistortedMaster.addSorted(mChildren,job.node);
866 efe3d8fe leszek
                     mNumChildren++;
867
                     break;
868 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
869 efe3d8fe leszek
                       {
870 be60d4ff leszek
                       job.node.setSurfaceParent(null);
871 efe3d8fe leszek
                       mNumChildren--;
872
                       }
873
                     break;
874 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
875 efe3d8fe leszek
                       {
876 be60d4ff leszek
                       DistortedNode tmp;
877
878
                       for(int j=mNumChildren-1; j>=0; j--)
879
                         {
880
                         tmp = mChildren.remove(j);
881
                         tmp.setSurfaceParent(null);
882
                         }
883
884 efe3d8fe leszek
                       mNumChildren = 0;
885
                       }
886
                     break;
887 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
888 be60d4ff leszek
                     DistortedMaster.addSorted(mChildren,job.node);
889 efe3d8fe leszek
                     break;
890
        }
891
      }
892 a09ada4c Leszek Koltunski
    }
893 af4cc5db Leszek Koltunski
}