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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 2f35828c

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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.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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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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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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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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    mRealWidth = width;
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    mRealHeight= height;
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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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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createBuffers(int width, int height, float near)
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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)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = near;  // 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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    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(1.0f,1.0f,1.0f,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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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Vieport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void cloneViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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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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281
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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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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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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295
  private int blitWithDepthRender(long currTime, DistortedOutputSurface buffer)
296
    {
297
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
299
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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302
    DistortedRenderState.enableStencil();
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304
    DistortedEffects.blitDepthRenderPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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308
    DistortedRenderState.restoreStencil();
309

    
310
    return 1;
311
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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315
  private void clearBuffer(DistortedOutputSurface buffer)
316
    {
317
    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
319
    GLES31.glColorMask(true,true,true,true);
320
    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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324
    buffer.setAsOutput();
325
    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);
328
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
329
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
332
// 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
334
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
335

    
336
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
337
    {
338
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
339
    DistortedNode child1, child2;
340
    EffectQueuePostprocess lastQueue=null, currQueue;
341
    long lastBucket=0, currBucket;
342

    
343
    for(int i=0; i<numChildren; i++)
344
      {
345
      child1 = children.get(i);
346
      currQueue = child1.getPostprocessQueue();
347
      currBucket= currQueue.getID();
348

    
349
      if( currBucket==0 ) numRenders += child1.draw(time,this);
350
      else
351
        {
352
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
353

    
354
        if( lastBucket!=currBucket )
355
          {
356
          if( lastBucket!=0 )
357
            {
358
            for(int j=bucketChange; j<i; j++)
359
              {
360
              child2 = children.get(j);
361
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
362
              }
363

    
364
            numRenders += lastQueue.postprocess(mBuffer);
365
            numRenders += blitWithDepth(time, mBuffer[quality]);
366
            clearBuffer(mBuffer[quality]);
367
            }
368

    
369
          internalQuality = currQueue.getInternalQuality();
370
          quality         = currQueue.getQuality();
371
          bucketChange    = i;
372

    
373
          cloneViewport(this);
374
          }
375

    
376
        child1.drawNoBlend(time,mBuffer[quality]);
377

    
378
        if( i==numChildren-1 )
379
          {
380
          for(int j=bucketChange; j<numChildren; j++)
381
            {
382
            child2 = children.get(j);
383
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
384
            }
385

    
386
          numRenders += currQueue.postprocess(mBuffer);
387
          numRenders += blitWithDepth(time, mBuffer[quality]);
388
          GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS);
389
          //GLES31.glFinish();
390
          numRenders += blitWithDepthRender(time,mBuffer[quality]);  // merge the OIT linked list
391
          clearBuffer(mBuffer[quality]);
392
          GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS);
393
          //GLES31.glFlush();
394
          }
395
        }
396

    
397
      lastQueue = currQueue;
398
      lastBucket= currBucket;
399
      }
400

    
401
    return numRenders;
402
    }
403

    
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405

    
406
  ArrayList<DistortedNode> getChildren()
407
    {
408
    return mChildren;
409
    }
410

    
411
///////////////////////////////////////////////////////////////////////////////////////////////////
412
/**
413
 * Not part of the Public API.
414
 *
415
 * @y.exclude
416
 */
417
  public float getWidthCorrection()
418
    {
419
    return (float)mWidth/mRealWidth;
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Not part of the Public API.
425
 *
426
 * @y.exclude
427
 */
428
  public float getHeightCorrection()
429
    {
430
    return (float)mHeight/mRealHeight;
431
    }
432

    
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
// PUBLIC API
435
///////////////////////////////////////////////////////////////////////////////////////////////////
436
/**
437
 * Make the library show various debugging information.
438
 * <p>
439
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
440
 *
441
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
442
 */
443
  public void setDebug(int bitmask)
444
    {
445
    if( this instanceof DistortedScreen )
446
      mDebugLevel = bitmask;
447
    }
448

    
449
///////////////////////////////////////////////////////////////////////////////////////////////////
450

    
451
/**
452
 * Draws all the attached children to this OutputSurface.
453
 * <p>
454
 * Must be called from a thread holding OpenGL Context.
455
 *
456
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
457
 * @return Number of objects rendered.
458
 */
459
  public int render(long time)
460
    {
461
    if( mDebugLevel!=0 ) prepareDebug(time);
462

    
463
    // change tree topology (attach and detach children)
464
/*
465
    boolean changed1 =
466
*/
467
    DistortedMaster.toDo();
468
/*
469
    if( changed1 )
470
      {
471
      for(int i=0; i<mNumChildren; i++)
472
        {
473
        mChildren.get(i).debug(0);
474
        }
475

    
476
      DistortedNode.debugMap();
477
      }
478
*/
479
    // create and delete all underlying OpenGL resources
480
    // Watch out: FIRST change topology, only then deal
481
    // with OpenGL resources. That's because changing Tree
482
    // can result in additional Framebuffers that would need
483
    // to be created immediately, before the calls to drawRecursive()
484
/*
485
    boolean changed2 =
486
*/
487
    toDo();
488
/*
489
    if( changed2 )
490
      {
491
      DistortedObject.debugLists();
492
      }
493
*/
494
    // mark OpenGL state as unknown
495
    DistortedRenderState.reset();
496

    
497
    int numRenders=0;
498

    
499
    for(int i=0; i<mNumChildren; i++)
500
      {
501
      numRenders += mChildren.get(i).renderRecursive(time);
502
      }
503

    
504
    setAsOutput(time);
505
    numRenders += renderChildren(time,mNumChildren,mChildren);
506

    
507
    if( mDebugLevel != 0 ) renderDebug(time);
508

    
509
    return numRenders;
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Bind this Surface as a Framebuffer we can render to.
515
 *
516
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
517
 *             out if this is the first time during present frame that this FBO is being set as output.
518
 *             If so, the library, in addition to binding the Surface for output, also clears the
519
 *             Surface's color and depth attachments.
520
 */
521
  public void setAsOutput(long time)
522
    {
523
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
524

    
525
    if( mTime!=time )
526
      {
527
      mTime = time;
528
      DistortedRenderState.colorDepthStencilOn();
529
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
530
      GLES31.glClearDepthf(mClearDepth);
531
      GLES31.glClearStencil(mClearStencil);
532
      GLES31.glClear(mClear);
533
      DistortedRenderState.colorDepthStencilRestore();
534
      }
535
    }
536

    
537
///////////////////////////////////////////////////////////////////////////////////////////////////
538
/**
539
 * Bind this Surface as a Framebuffer we can render to.
540
 * <p>
541
 * This version does not attempt to clear anything.
542
 */
543

    
544
  public void setAsOutput()
545
    {
546
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Return the Near plane of the Projection included in the Surface.
552
 *
553
 * @return the Near plane.
554
 */
555
  public float getNear()
556
    {
557
    return mNear;
558
    }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * Set mipmap level.
563
 * <p>
564
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
565
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
566
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
567
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
568
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
569
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
570
 * <p>
571
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
572
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
573
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
574
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
575
 *
576
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
577
 *               does not make any sense (that would result in loss of speed and no gain in quality)
578
 */
579
  public void setMipmap(float mipmap)
580
    {
581
    mMipmap = mipmap;
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585
/**
586
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
587
 * this Surface at the beginning of each frame.
588
 *
589
 * @param r the Red component. Default: 0.0f
590
 * @param g the Green component. Default: 0.0f
591
 * @param b the Blue component. Default: 0.0f
592
 * @param a the Alpha component. Default: 0.0f
593
 */
594
  public void glClearColor(float r, float g, float b, float a)
595
    {
596
    mClearR = r;
597
    mClearG = g;
598
    mClearB = b;
599
    mClearA = a;
600
    }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603
/**
604
 * Uses glClearDepthf() to set up a value with which to clear
605
 * the Depth buffer of our Surface at the beginning of each frame.
606
 *
607
 * @param d the Depth. Default: 1.0f
608
 */
609
  public void glClearDepthf(float d)
610
    {
611
    mClearDepth = d;
612
    }
613

    
614
///////////////////////////////////////////////////////////////////////////////////////////////////
615
/**
616
 * Uses glClearStencil() to set up a value with which to clear the
617
 * Stencil buffer of our Surface at the beginning of each frame.
618
 *
619
 * @param s the Stencil. Default: 0
620
 */
621
  public void glClearStencil(int s)
622
    {
623
    mClearStencil = s;
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Which buffers to Clear at the beginning of each frame?
629
 * <p>
630
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
631
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
632
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
633
 *
634
 * @param mask bitwise OR of BUFFER_BITs to clear.
635
 */
636
  public void glClear(int mask)
637
    {
638
    mClear = mask;
639
    }
640

    
641
///////////////////////////////////////////////////////////////////////////////////////////////////
642
/**
643
 * Create new Projection matrix.
644
 *
645
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
646
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
647
 * @param near Distance between the screen plane and the near plane.
648
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
649
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
650
 */
651
  public void setProjection(float fov, float near)
652
    {
653
    if( fov < 180.0f && fov >=0.0f )
654
      {
655
      mFOV = fov;
656
      }
657

    
658
    if( near<   1.0f && near> 0.0f )
659
      {
660
      mNear= near;
661
      }
662
    else if( near<=0.0f )
663
      {
664
      mNear = 0.01f;
665
      }
666
    else if( near>=1.0f )
667
      {
668
      mNear=0.99f;
669
      }
670

    
671
    if( mBuffer[0]!=null )
672
      {
673
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
674
      }
675

    
676
    createProjection();
677
    }
678

    
679
///////////////////////////////////////////////////////////////////////////////////////////////////
680
/**
681
 * Resize the underlying Framebuffer.
682
 * <p>
683
 * This method can be safely called mid-render as it doesn't interfere with rendering.
684
 *
685
 * @param width The new width.
686
 * @param height The new height.
687
 */
688
  public void resize(int width, int height)
689
    {
690
    if( mWidth!=width || mHeight!=height )
691
      {
692
      mWidth = mRealWidth = width;
693
      mHeight= mRealHeight= height;
694

    
695
      createProjection();
696

    
697
      if( mColorCreated==CREATED )
698
        {
699
        markForCreation();
700
        recreate();
701
        }
702
      }
703
    }
704

    
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706
/**
707
 * Return true if the Surface contains a DEPTH attachment.
708
 *
709
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
710
 */
711
  public boolean hasDepth()
712
    {
713
    return mDepthStencilCreated==CREATED;
714
    }
715

    
716
///////////////////////////////////////////////////////////////////////////////////////////////////
717
/**
718
 * Return true if the Surface contains a STENCIL attachment.
719
 *
720
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
721
 */
722
  public boolean hasStencil()
723
    {
724
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
725
    }
726

    
727
///////////////////////////////////////////////////////////////////////////////////////////////////
728
/**
729
 * Adds a new child to the last position in the list of our Surface's children.
730
 * <p>
731
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
732
 * DistortedMaster (by calling doWork())
733
 *
734
 * @param node The new Node to add.
735
 */
736
  public void attach(DistortedNode node)
737
    {
738
    mJobs.add(new Job(ATTACH,node));
739
    DistortedMaster.newSlave(this);
740
    }
741

    
742
///////////////////////////////////////////////////////////////////////////////////////////////////
743
/**
744
 * Adds a new child to the last position in the list of our Surface's children.
745
 * <p>
746
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
747
 * DistortedMaster (by calling doWork())
748
 *
749
 * @param surface InputSurface to initialize our child Node with.
750
 * @param effects DistortedEffects to initialize our child Node with.
751
 * @param mesh MeshObject to initialize our child Node with.
752
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
753
 */
754
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
755
    {
756
    DistortedNode node = new DistortedNode(surface,effects,mesh);
757
    mJobs.add(new Job(ATTACH,node));
758
    DistortedMaster.newSlave(this);
759
    return node;
760
    }
761

    
762
///////////////////////////////////////////////////////////////////////////////////////////////////
763
/**
764
 * Removes the first occurrence of a specified child from the list of children of our Surface.
765
 * <p>
766
 * A bit questionable method as there can be many different Nodes attached as children, some
767
 * of them having the same Effects but - for instance - different Mesh. Use with care.
768
 * <p>
769
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
770
 * DistortedMaster (by calling doWork())
771
 *
772
 * @param effects DistortedEffects to remove.
773
 */
774
  public void detach(DistortedEffects effects)
775
    {
776
    long id = effects.getID();
777
    DistortedNode node;
778
    boolean detached = false;
779

    
780
    for(int i=0; i<mNumChildren; i++)
781
      {
782
      node = mChildren.get(i);
783

    
784
      if( node.getEffects().getID()==id )
785
        {
786
        detached = true;
787
        mJobs.add(new Job(DETACH,node));
788
        DistortedMaster.newSlave(this);
789
        break;
790
        }
791
      }
792

    
793
    if( !detached )
794
      {
795
      // if we failed to detach any, it still might be the case that
796
      // there's an ATTACH job that we need to cancel.
797
      int num = mJobs.size();
798
      Job job;
799

    
800
      for(int i=0; i<num; i++)
801
        {
802
        job = mJobs.get(i);
803

    
804
        if( job.type==ATTACH && job.node.getEffects()==effects )
805
          {
806
          mJobs.remove(i);
807
          break;
808
          }
809
        }
810
      }
811
    }
812

    
813
///////////////////////////////////////////////////////////////////////////////////////////////////
814
/**
815
 * Removes the first occurrence of a specified child from the list of children of our Surface.
816
 * <p>
817
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
818
 * DistortedMaster (by calling doWork())
819
 *
820
 * @param node The Node to remove.
821
 */
822
  public void detach(DistortedNode node)
823
    {
824
    mJobs.add(new Job(DETACH,node));
825
    DistortedMaster.newSlave(this);
826
    }
827

    
828
///////////////////////////////////////////////////////////////////////////////////////////////////
829
/**
830
 * Removes all children Nodes.
831
 * <p>
832
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
833
 * DistortedMaster (by calling doWork())
834
 */
835
  public void detachAll()
836
    {
837
    mJobs.add(new Job(DETALL,null));
838
    DistortedMaster.newSlave(this);
839
    }
840

    
841
///////////////////////////////////////////////////////////////////////////////////////////////////
842
/**
843
 * This is not really part of the public API. Has to be public only because it is a part of the
844
 * DistortedSlave interface, which should really be a class that we extend here instead but
845
 * Java has no multiple inheritance.
846
 *
847
 * @y.exclude
848
 */
849
  public void doWork()
850
    {
851
    int num = mJobs.size();
852
    Job job;
853

    
854
    for(int i=0; i<num; i++)
855
      {
856
      job = mJobs.remove(0);
857

    
858
      switch(job.type)
859
        {
860
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
861
                     job.node.setSurfaceParent(this);
862
                     DistortedMaster.addSorted(mChildren,job.node);
863
                     mNumChildren++;
864
                     break;
865
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
866
                       {
867
                       job.node.setSurfaceParent(null);
868
                       mNumChildren--;
869
                       }
870
                     break;
871
        case DETALL: if( mNumChildren>0 )
872
                       {
873
                       DistortedNode tmp;
874

    
875
                       for(int j=mNumChildren-1; j>=0; j--)
876
                         {
877
                         tmp = mChildren.remove(j);
878
                         tmp.setSurfaceParent(null);
879
                         }
880

    
881
                       mNumChildren = 0;
882
                       }
883
                     break;
884
        case SORT  : mChildren.remove(job.node);
885
                     DistortedMaster.addSorted(mChildren,job.node);
886
                     break;
887
        }
888
      }
889
    }
890
}
(8-8/21)