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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 341151fc

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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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    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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    // clear buffers
291
    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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298
    buffer.setAsOutput();
299
    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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304
    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
308
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
309
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
310
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
311

    
312
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
313
    {
314
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
315
    DistortedNode child1, child2;
316
    EffectQueuePostprocess lastQueue=null, currQueue;
317
    long lastBucket=0, currBucket;
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319
    for(int i=0; i<numChildren; i++)
320
      {
321
      child1 = children.get(i);
322
      currQueue = child1.getPostprocessQueue();
323
      currBucket= currQueue.getID();
324

    
325
      if( currBucket==0 ) numRenders += child1.draw(time,this);
326
      else
327
        {
328
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
329

    
330
        if( lastBucket!=currBucket )
331
          {
332
          if( lastBucket!=0 )
333
            {
334
            for(int j=bucketChange; j<i; j++)
335
              {
336
              child2 = children.get(j);
337
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
338
              }
339

    
340
            numRenders += lastQueue.postprocess(mBuffer);
341
            numRenders += blitWithDepth(time, mBuffer[quality]);
342

    
343
            mBuffer[quality].setAsOutputAndClear(time);
344
            }
345

    
346
          internalQuality = currQueue.getInternalQuality();
347
          quality         = currQueue.getQuality();
348
          bucketChange    = i;
349

    
350
          cloneViewport(this);
351
          }
352

    
353
        child1.drawNoBlend(time,mBuffer[quality]);
354

    
355
        if( i==numChildren-1 )
356
          {
357
          for(int j=bucketChange; j<numChildren; j++)
358
            {
359
            child2 = children.get(j);
360
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
361
            }
362

    
363
          numRenders += currQueue.postprocess(mBuffer);
364
          numRenders += blitWithDepth(time, mBuffer[quality]);
365
          }
366
        }
367

    
368
      lastQueue = currQueue;
369
      lastBucket= currBucket;
370
      }
371

    
372
    return numRenders;
373
    }
374

    
375
///////////////////////////////////////////////////////////////////////////////////////////////////
376

    
377
  ArrayList<DistortedNode> getChildren()
378
    {
379
    return mChildren;
380
    }
381

    
382
///////////////////////////////////////////////////////////////////////////////////////////////////
383
/**
384
 * Not part of the Public API.
385
 *
386
 * @y.exclude
387
 */
388
  public float getWidthCorrection()
389
    {
390
    return (float)mWidth/mRealWidth;
391
    }
392

    
393
///////////////////////////////////////////////////////////////////////////////////////////////////
394
/**
395
 * Not part of the Public API.
396
 *
397
 * @y.exclude
398
 */
399
  public float getHeightCorrection()
400
    {
401
    return (float)mHeight/mRealHeight;
402
    }
403

    
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405
/**
406
 * Bind this Surface as a Framebuffer we can render to; always clear it's color bit.
407
 *
408
 * Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times
409
 * per frame.
410
 */
411

    
412
  private void setAsOutputAndClear(long time)
413
    {
414
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
415

    
416
    mTime = time;    // have to do this otherwise on the next setAsOutput() we would clear
417
    DistortedRenderState.colorDepthStencilOn();
418
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
419
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
420
    DistortedRenderState.colorDepthStencilRestore();
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
// PUBLIC API
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426
/**
427
 * Make the library show various debugging information.
428
 * <p>
429
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
430
 *
431
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
432
 */
433
  public void setDebug(int bitmask)
434
    {
435
    if( this instanceof DistortedScreen )
436
      mDebugLevel = bitmask;
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440

    
441
/**
442
 * Draws all the attached children to this OutputSurface.
443
 * <p>
444
 * Must be called from a thread holding OpenGL Context.
445
 *
446
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
447
 * @return Number of objects rendered.
448
 */
449
  public int render(long time)
450
    {
451
    if( mDebugLevel!=0 ) prepareDebug(time);
452

    
453
    // change tree topology (attach and detach children)
454
/*
455
    boolean changed1 =
456
*/
457
    DistortedMaster.toDo();
458
/*
459
    if( changed1 )
460
      {
461
      for(int i=0; i<mNumChildren; i++)
462
        {
463
        mChildren.get(i).debug(0);
464
        }
465

    
466
      DistortedNode.debugMap();
467
      }
468
*/
469
    // create and delete all underlying OpenGL resources
470
    // Watch out: FIRST change topology, only then deal
471
    // with OpenGL resources. That's because changing Tree
472
    // can result in additional Framebuffers that would need
473
    // to be created immediately, before the calls to drawRecursive()
474
/*
475
    boolean changed2 =
476
*/
477
    toDo();
478
/*
479
    if( changed2 )
480
      {
481
      DistortedObject.debugLists();
482
      }
483
*/
484
    // mark OpenGL state as unknown
485
    DistortedRenderState.reset();
486

    
487
    int numRenders=0;
488

    
489
    for(int i=0; i<mNumChildren; i++)
490
      {
491
      numRenders += mChildren.get(i).renderRecursive(time);
492
      }
493

    
494
    setAsOutput(time);
495
    numRenders += renderChildren(time,mNumChildren,mChildren);
496

    
497
    if( mDebugLevel != 0 ) renderDebug(time);
498

    
499
    return numRenders;
500
    }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503
/**
504
 * Bind this Surface as a Framebuffer we can render to.
505
 *
506
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
507
 *             out if this is the first time during present frame that this FBO is being set as output.
508
 *             If so, the library, in addition to binding the Surface for output, also clears the
509
 *             Surface's color and depth attachments.
510
 */
511
  public void setAsOutput(long time)
512
    {
513
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
514

    
515
    if( mTime!=time )
516
      {
517
      mTime = time;
518
      DistortedRenderState.colorDepthStencilOn();
519
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
520
      GLES31.glClearDepthf(mClearDepth);
521
      GLES31.glClearStencil(mClearStencil);
522
      GLES31.glClear(mClear);
523
      DistortedRenderState.colorDepthStencilRestore();
524
/*
525
      if( mSSBO[0]>=0 )
526
        {
527
        // yes, this DOES keep on working when 'value' overflows into negative territory.
528
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
529

    
530
        if( value-mLastValue[mLastIndex]!=mLastDiff )
531
          {
532
          android.util.Log.d("surface", "id " + mSurfaceID +
533
                             (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
534
                             " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
535
                             + " avg: " + (mAvgSum/RUNNING_AVERAGE)
536
                            );
537
          }
538

    
539
        mLastDiff = value-mLastValue[mLastIndex];
540
        mLastValue[mLastIndex] = value;
541

    
542
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
543
        mRunningAvg[mAvgIndex] = mLastDiff;
544
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
545
        }
546

    
547
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
548
*/
549
      }
550
    }
551

    
552
///////////////////////////////////////////////////////////////////////////////////////////////////
553
/**
554
 * Bind this Surface as a Framebuffer we can render to.
555
 * <p>
556
 * This version does not attempt to clear anything.
557
 */
558

    
559
  public void setAsOutput()
560
    {
561
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
562
    }
563

    
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565
/**
566
 * Return the Near plane of the Projection included in the Surface.
567
 *
568
 * @return the Near plane.
569
 */
570
  public float getNear()
571
    {
572
    return mNear;
573
    }
574

    
575
///////////////////////////////////////////////////////////////////////////////////////////////////
576
/**
577
 * Set mipmap level.
578
 * <p>
579
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
580
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
581
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
582
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
583
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
584
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
585
 * <p>
586
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
587
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
588
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
589
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
590
 *
591
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
592
 *               does not make any sense (that would result in loss of speed and no gain in quality)
593
 */
594
  public void setMipmap(float mipmap)
595
    {
596
    mMipmap = mipmap;
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
/**
601
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
602
 * this Surface at the beginning of each frame.
603
 *
604
 * @param r the Red component. Default: 0.0f
605
 * @param g the Green component. Default: 0.0f
606
 * @param b the Blue component. Default: 0.0f
607
 * @param a the Alpha component. Default: 0.0f
608
 */
609
  public void glClearColor(float r, float g, float b, float a)
610
    {
611
    mClearR = r;
612
    mClearG = g;
613
    mClearB = b;
614
    mClearA = a;
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619
 * Uses glClearDepthf() to set up a value with which to clear
620
 * the Depth buffer of our Surface at the beginning of each frame.
621
 *
622
 * @param d the Depth. Default: 1.0f
623
 */
624
  public void glClearDepthf(float d)
625
    {
626
    mClearDepth = d;
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Uses glClearStencil() to set up a value with which to clear the
632
 * Stencil buffer of our Surface at the beginning of each frame.
633
 *
634
 * @param s the Stencil. Default: 0
635
 */
636
  public void glClearStencil(int s)
637
    {
638
    mClearStencil = s;
639
    }
640

    
641
///////////////////////////////////////////////////////////////////////////////////////////////////
642
/**
643
 * Which buffers to Clear at the beginning of each frame?
644
 * <p>
645
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
646
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
647
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
648
 *
649
 * @param mask bitwise OR of BUFFER_BITs to clear.
650
 */
651
  public void glClear(int mask)
652
    {
653
    mClear = mask;
654
    }
655

    
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657
/**
658
 * Create new Projection matrix.
659
 *
660
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
661
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
662
 * @param near Distance between the screen plane and the near plane.
663
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
664
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
665
 */
666
  public void setProjection(float fov, float near)
667
    {
668
    if( fov < 180.0f && fov >=0.0f )
669
      {
670
      mFOV = fov;
671
      }
672

    
673
    if( near<   1.0f && near> 0.0f )
674
      {
675
      mNear= near;
676
      }
677
    else if( near<=0.0f )
678
      {
679
      mNear = 0.01f;
680
      }
681
    else if( near>=1.0f )
682
      {
683
      mNear=0.99f;
684
      }
685

    
686
    if( mBuffer[0]!=null )
687
      {
688
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
689
      }
690

    
691
    createProjection();
692
    }
693

    
694
///////////////////////////////////////////////////////////////////////////////////////////////////
695
/**
696
 * Resize the underlying Framebuffer.
697
 * <p>
698
 * This method can be safely called mid-render as it doesn't interfere with rendering.
699
 *
700
 * @param width The new width.
701
 * @param height The new height.
702
 */
703
  public void resize(int width, int height)
704
    {
705
    if( mWidth!=width || mHeight!=height )
706
      {
707
      mWidth = mRealWidth = width;
708
      mHeight= mRealHeight= height;
709

    
710
      createProjection();
711

    
712
      if( mColorCreated==CREATED )
713
        {
714
        markForCreation();
715
        recreate();
716
        }
717
      }
718
    }
719

    
720
///////////////////////////////////////////////////////////////////////////////////////////////////
721
/**
722
 * Return true if the Surface contains a DEPTH attachment.
723
 *
724
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
725
 */
726
  public boolean hasDepth()
727
    {
728
    return mDepthStencilCreated==CREATED;
729
    }
730

    
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733
 * Return true if the Surface contains a STENCIL attachment.
734
 *
735
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
736
 */
737
  public boolean hasStencil()
738
    {
739
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
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 node The new Node to add.
750
 */
751
  public void attach(DistortedNode node)
752
    {
753
    mJobs.add(new Job(ATTACH,node));
754
    DistortedMaster.newSlave(this);
755
    }
756

    
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758
/**
759
 * Adds a new child to the last position in the list of our Surface's children.
760
 * <p>
761
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
762
 * DistortedMaster (by calling doWork())
763
 *
764
 * @param surface InputSurface to initialize our child Node with.
765
 * @param effects DistortedEffects to initialize our child Node with.
766
 * @param mesh MeshObject to initialize our child Node with.
767
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
768
 */
769
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
770
    {
771
    DistortedNode node = new DistortedNode(surface,effects,mesh);
772
    mJobs.add(new Job(ATTACH,node));
773
    DistortedMaster.newSlave(this);
774
    return node;
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * Removes the first occurrence of a specified child from the list of children of our Surface.
780
 * <p>
781
 * A bit questionable method as there can be many different Nodes attached as children, some
782
 * of them having the same Effects but - for instance - different Mesh. Use with care.
783
 * <p>
784
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
785
 * DistortedMaster (by calling doWork())
786
 *
787
 * @param effects DistortedEffects to remove.
788
 */
789
  public void detach(DistortedEffects effects)
790
    {
791
    long id = effects.getID();
792
    DistortedNode node;
793
    boolean detached = false;
794

    
795
    for(int i=0; i<mNumChildren; i++)
796
      {
797
      node = mChildren.get(i);
798

    
799
      if( node.getEffects().getID()==id )
800
        {
801
        detached = true;
802
        mJobs.add(new Job(DETACH,node));
803
        DistortedMaster.newSlave(this);
804
        break;
805
        }
806
      }
807

    
808
    if( !detached )
809
      {
810
      // if we failed to detach any, it still might be the case that
811
      // there's an ATTACH job that we need to cancel.
812
      int num = mJobs.size();
813
      Job job;
814

    
815
      for(int i=0; i<num; i++)
816
        {
817
        job = mJobs.get(i);
818

    
819
        if( job.type==ATTACH && job.node.getEffects()==effects )
820
          {
821
          mJobs.remove(i);
822
          break;
823
          }
824
        }
825
      }
826
    }
827

    
828
///////////////////////////////////////////////////////////////////////////////////////////////////
829
/**
830
 * Removes the first occurrence of a specified child from the list of children of our Surface.
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
 * @param node The Node to remove.
836
 */
837
  public void detach(DistortedNode node)
838
    {
839
    mJobs.add(new Job(DETACH,node));
840
    DistortedMaster.newSlave(this);
841
    }
842

    
843
///////////////////////////////////////////////////////////////////////////////////////////////////
844
/**
845
 * Removes all children Nodes.
846
 * <p>
847
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
848
 * DistortedMaster (by calling doWork())
849
 */
850
  public void detachAll()
851
    {
852
    mJobs.add(new Job(DETALL,null));
853
    DistortedMaster.newSlave(this);
854
    }
855

    
856
///////////////////////////////////////////////////////////////////////////////////////////////////
857
/**
858
 * This is not really part of the public API. Has to be public only because it is a part of the
859
 * DistortedSlave interface, which should really be a class that we extend here instead but
860
 * Java has no multiple inheritance.
861
 *
862
 * @y.exclude
863
 */
864
  public void doWork()
865
    {
866
    int num = mJobs.size();
867
    Job job;
868

    
869
    for(int i=0; i<num; i++)
870
      {
871
      job = mJobs.remove(0);
872

    
873
      switch(job.type)
874
        {
875
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
876
                     job.node.setSurfaceParent(this);
877
                     DistortedMaster.addSorted(mChildren,job.node);
878
                     mNumChildren++;
879
                     break;
880
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
881
                       {
882
                       job.node.setSurfaceParent(null);
883
                       mNumChildren--;
884
                       }
885
                     break;
886
        case DETALL: if( mNumChildren>0 )
887
                       {
888
                       DistortedNode tmp;
889

    
890
                       for(int j=mNumChildren-1; j>=0; j--)
891
                         {
892
                         tmp = mChildren.remove(j);
893
                         tmp.setSurfaceParent(null);
894
                         }
895

    
896
                       mNumChildren = 0;
897
                       }
898
                     break;
899
        case SORT  : mChildren.remove(job.node);
900
                     DistortedMaster.addSorted(mChildren,job.node);
901
                     break;
902
        }
903
      }
904
    }
905
}
(9-9/22)