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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 344ac0e4

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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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/**
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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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  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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  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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    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 createPostprocessingBuffers(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 clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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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 static void oitClear(DistortedOutputSurface buffer)
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    {
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    DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput();
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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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    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(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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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
289

    
290
    return 1;
291
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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296
  private int oitRender(long currTime)
297
    {
298
    float corrW = getWidthCorrection();
299
    float corrH = getHeightCorrection();
300

    
301
    GLES31.glViewport(0, 0, mWidth, mHeight);
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303
    // Do the Collapse Pass only if we do have a Depth attachment.
304
    // Otherwise there's no point (in fact we then would create a feedback loop!)
305

    
306
    if( mDepthStencilH[0] != 0 )
307
      {
308
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
309
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
310
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
311
      DistortedRenderState.switchOffColorDepthStencil();
312
      DistortedEffects.oitCollapse(this, corrW, corrH);
313
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
314
      }
315

    
316
    setAsOutput(currTime);
317
    DistortedRenderState.switchColorDepthOnStencilOff();
318
    DistortedEffects.oitRender(this, corrW, corrH);
319
    DistortedRenderState.restoreColorDepthStencil();
320

    
321
    return 1;
322
    }
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324
///////////////////////////////////////////////////////////////////////////////////////////////////
325

    
326
  private static void clearBuffer(DistortedOutputSurface buffer)
327
    {
328
    GLES31.glStencilMask(0xff);
329
    GLES31.glDepthMask(true);
330
    GLES31.glColorMask(true,true,true,true);
331
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
332
    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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335
    buffer.setAsOutput();
336
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-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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339
    for(int i=buffer.mNumColors-2; i>=0; i--)
340
      {
341
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
342
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
343
      }
344
    }
345

    
346
///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  void clear()
349
    {
350
    DistortedRenderState.colorDepthStencilOn();
351
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
352
    GLES31.glClearDepthf(mClearDepth);
353
    GLES31.glClearStencil(mClearStencil);
354
    GLES31.glClear(mClear);
355
    DistortedRenderState.colorDepthStencilRestore();
356
    }
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358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
360
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
361
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
362

    
363
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
364
    {
365
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
366
    DistortedNode child1, child2;
367
    EffectQueuePostprocess lastQueue=null, currQueue;
368
    long lastBucket=0, currBucket;
369

    
370
    oitClear(this);
371

    
372
    for(int i=0; i<numChildren; i++)
373
      {
374
      child1 = children.get(i);
375
      currQueue = child1.getPostprocessQueue();
376
      currBucket= currQueue.getID();
377

    
378
      if( currBucket==0 )
379
        {
380
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
381
        numRenders += child1.draw(time, this);
382
        }
383
      else
384
        {
385
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
386

    
387
        if( lastBucket!=currBucket )
388
          {
389
          if( lastBucket==0 )
390
            {
391
            clonePostprocessingViewport(this);
392
            }
393
          else
394
            {
395
            for(int j=bucketChange; j<i; j++)
396
              {
397
              child2 = children.get(j);
398
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
399
              }
400

    
401
            numRenders += lastQueue.postprocess(mBuffer);
402
            numRenders += oitBuild(mBuffer[quality]);
403
            clearBuffer(mBuffer[quality]);
404
            }
405

    
406
          internalQuality = currQueue.getInternalQuality();
407
          quality         = currQueue.getQuality();
408
          bucketChange    = i;
409
          }
410

    
411
        mBuffer[quality].setAsOutput(time);
412
        child1.drawNoBlend(time,mBuffer[quality]);
413

    
414
        if( i==numChildren-1 )
415
          {
416
          for(int j=bucketChange; j<numChildren; j++)
417
            {
418
            child2 = children.get(j);
419
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
420
            }
421

    
422
          numRenders += currQueue.postprocess(mBuffer);
423
          numRenders += oitBuild(mBuffer[quality]);
424
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
425
          numRenders += oitRender(time);  // merge the OIT linked list
426
          clearBuffer(mBuffer[quality]);
427
          }
428
        } // end else (postprocessed child)
429

    
430
      lastQueue = currQueue;
431
      lastBucket= currBucket;
432
      } // end main for loop
433

    
434
    return numRenders;
435
    }
436

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438

    
439
  ArrayList<DistortedNode> getChildren()
440
    {
441
    return mChildren;
442
    }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Not part of the Public API.
447
 *
448
 * @y.exclude
449
 */
450
  public float getWidthCorrection()
451
    {
452
    return (float)mWidth/mRealWidth;
453
    }
454

    
455
///////////////////////////////////////////////////////////////////////////////////////////////////
456
/**
457
 * Not part of the Public API.
458
 *
459
 * @y.exclude
460
 */
461
  public float getHeightCorrection()
462
    {
463
    return (float)mHeight/mRealHeight;
464
    }
465

    
466
///////////////////////////////////////////////////////////////////////////////////////////////////
467
// PUBLIC API
468
///////////////////////////////////////////////////////////////////////////////////////////////////
469
/**
470
 * Draws all the attached children to this OutputSurface.
471
 * <p>
472
 * Must be called from a thread holding OpenGL Context.
473
 *
474
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
475
 * @return Number of objects rendered.
476
 */
477
  public int render(long time)
478
    {
479
    // change tree topology (attach and detach children)
480
/*
481
    boolean changed1 =
482
*/
483
    DistortedMaster.toDo();
484
/*
485
    if( changed1 )
486
      {
487
      for(int i=0; i<mNumChildren; i++)
488
        {
489
        mChildren.get(i).debug(0);
490
        }
491

    
492
      DistortedNode.debugMap();
493
      }
494
*/
495
    // create and delete all underlying OpenGL resources
496
    // Watch out: FIRST change topology, only then deal
497
    // with OpenGL resources. That's because changing Tree
498
    // can result in additional Framebuffers that would need
499
    // to be created immediately, before the calls to drawRecursive()
500
/*
501
    boolean changed2 =
502
*/
503
    toDo();
504
/*
505
    if( changed2 )
506
      {
507
      DistortedObject.debugLists();
508
      }
509
*/
510
    // mark OpenGL state as unknown
511
    DistortedRenderState.reset();
512

    
513
    int numRenders=0;
514

    
515
    for(int i=0; i<mNumChildren; i++)
516
      {
517
      numRenders += mChildren.get(i).renderRecursive(time);
518
      }
519

    
520
    setAsOutput(time);
521
    numRenders += renderChildren(time,mNumChildren,mChildren);
522

    
523
    return numRenders;
524
    }
525

    
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527
/**
528
 * Bind this Surface as a Framebuffer we can render to.
529
 *
530
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
531
 *             out if this is the first time during present frame that this FBO is being set as output.
532
 *             If so, the library, in addition to binding the Surface for output, also clears the
533
 *             Surface's color and depth attachments.
534
 */
535
  public void setAsOutput(long time)
536
    {
537
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
538

    
539
    if( mTime!=time )
540
      {
541
      mTime = time;
542
      clear();
543
      }
544
    }
545

    
546
///////////////////////////////////////////////////////////////////////////////////////////////////
547
/**
548
 * Bind this Surface as a Framebuffer we can render to.
549
 * <p>
550
 * This version does not attempt to clear anything.
551
 */
552

    
553
  public void setAsOutput()
554
    {
555
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Return the Near plane of the Projection included in the Surface.
561
 *
562
 * @return the Near plane.
563
 */
564
  public float getNear()
565
    {
566
    return mNear;
567
    }
568

    
569
///////////////////////////////////////////////////////////////////////////////////////////////////
570
/**
571
 * Set mipmap level.
572
 * <p>
573
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
574
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
575
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
576
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
577
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
578
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
579
 * <p>
580
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
581
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
582
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
583
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
584
 *
585
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
586
 *               does not make any sense (that would result in loss of speed and no gain in quality)
587
 */
588
  public void setMipmap(float mipmap)
589
    {
590
    mMipmap = mipmap;
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
596
 * this Surface at the beginning of each frame.
597
 *
598
 * @param r the Red component. Default: 0.0f
599
 * @param g the Green component. Default: 0.0f
600
 * @param b the Blue component. Default: 0.0f
601
 * @param a the Alpha component. Default: 0.0f
602
 */
603
  public void glClearColor(float r, float g, float b, float a)
604
    {
605
    mClearR = r;
606
    mClearG = g;
607
    mClearB = b;
608
    mClearA = a;
609
    }
610

    
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612
/**
613
 * Uses glClearDepthf() to set up a value with which to clear
614
 * the Depth buffer of our Surface at the beginning of each frame.
615
 *
616
 * @param d the Depth. Default: 1.0f
617
 */
618
  public void glClearDepthf(float d)
619
    {
620
    mClearDepth = d;
621
    }
622

    
623
///////////////////////////////////////////////////////////////////////////////////////////////////
624
/**
625
 * Uses glClearStencil() to set up a value with which to clear the
626
 * Stencil buffer of our Surface at the beginning of each frame.
627
 *
628
 * @param s the Stencil. Default: 0
629
 */
630
  public void glClearStencil(int s)
631
    {
632
    mClearStencil = s;
633
    }
634

    
635
///////////////////////////////////////////////////////////////////////////////////////////////////
636
/**
637
 * Which buffers to Clear at the beginning of each frame?
638
 * <p>
639
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
640
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
641
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
642
 *
643
 * @param mask bitwise OR of BUFFER_BITs to clear.
644
 */
645
  public void glClear(int mask)
646
    {
647
    mClear = mask;
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651
/**
652
 * Create new Projection matrix.
653
 *
654
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
655
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
656
 * @param near Distance between the screen plane and the near plane.
657
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
658
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
659
 */
660
  public void setProjection(float fov, float near)
661
    {
662
    if( fov < 180.0f && fov >=0.0f )
663
      {
664
      mFOV = fov;
665
      }
666

    
667
    if( near<   1.0f && near> 0.0f )
668
      {
669
      mNear= near;
670
      }
671
    else if( near<=0.0f )
672
      {
673
      mNear = 0.01f;
674
      }
675
    else if( near>=1.0f )
676
      {
677
      mNear=0.99f;
678
      }
679

    
680
    createProjection();
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Resize the underlying Framebuffer.
686
 * <p>
687
 * This method can be safely called mid-render as it doesn't interfere with rendering.
688
 *
689
 * @param width The new width.
690
 * @param height The new height.
691
 */
692
  public void resize(int width, int height)
693
    {
694
    if( mWidth!=width || mHeight!=height )
695
      {
696
      mWidth = mRealWidth = width;
697
      mHeight= mRealHeight= height;
698

    
699
      createProjection();
700

    
701
      if( mColorCreated==CREATED )
702
        {
703
        markForCreation();
704
        recreate();
705
        }
706
      }
707
    }
708

    
709
///////////////////////////////////////////////////////////////////////////////////////////////////
710
/**
711
 * Return true if the Surface contains a DEPTH attachment.
712
 *
713
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
714
 */
715
  public boolean hasDepth()
716
    {
717
    return mDepthStencilCreated==CREATED;
718
    }
719

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

    
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733
 * Adds a new child to the last position in the list of our Surface's children.
734
 * <p>
735
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
736
 * DistortedMaster (by calling doWork())
737
 *
738
 * @param node The new Node to add.
739
 */
740
  public void attach(DistortedNode node)
741
    {
742
    mJobs.add(new Job(ATTACH,node));
743
    DistortedMaster.newSlave(this);
744
    }
745

    
746
///////////////////////////////////////////////////////////////////////////////////////////////////
747
/**
748
 * Adds a new child to the last position in the list of our Surface's children.
749
 * <p>
750
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
751
 * DistortedMaster (by calling doWork())
752
 *
753
 * @param surface InputSurface to initialize our child Node with.
754
 * @param effects DistortedEffects to initialize our child Node with.
755
 * @param mesh MeshObject to initialize our child Node with.
756
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
757
 */
758
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
759
    {
760
    DistortedNode node = new DistortedNode(surface,effects,mesh);
761
    mJobs.add(new Job(ATTACH,node));
762
    DistortedMaster.newSlave(this);
763
    return node;
764
    }
765

    
766
///////////////////////////////////////////////////////////////////////////////////////////////////
767
/**
768
 * Removes the first occurrence of a specified child from the list of children of our Surface.
769
 * <p>
770
 * A bit questionable method as there can be many different Nodes attached as children, some
771
 * of them having the same Effects but - for instance - different Mesh. Use with care.
772
 * <p>
773
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
774
 * DistortedMaster (by calling doWork())
775
 *
776
 * @param effects DistortedEffects to remove.
777
 */
778
  public void detach(DistortedEffects effects)
779
    {
780
    long id = effects.getID();
781
    DistortedNode node;
782
    boolean detached = false;
783

    
784
    for(int i=0; i<mNumChildren; i++)
785
      {
786
      node = mChildren.get(i);
787

    
788
      if( node.getEffects().getID()==id )
789
        {
790
        detached = true;
791
        mJobs.add(new Job(DETACH,node));
792
        DistortedMaster.newSlave(this);
793
        break;
794
        }
795
      }
796

    
797
    if( !detached )
798
      {
799
      // if we failed to detach any, it still might be the case that
800
      // there's an ATTACH job that we need to cancel.
801
      int num = mJobs.size();
802
      Job job;
803

    
804
      for(int i=0; i<num; i++)
805
        {
806
        job = mJobs.get(i);
807

    
808
        if( job.type==ATTACH && job.node.getEffects()==effects )
809
          {
810
          mJobs.remove(i);
811
          break;
812
          }
813
        }
814
      }
815
    }
816

    
817
///////////////////////////////////////////////////////////////////////////////////////////////////
818
/**
819
 * Removes the first occurrence of a specified child from the list of children of our Surface.
820
 * <p>
821
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
822
 * DistortedMaster (by calling doWork())
823
 *
824
 * @param node The Node to remove.
825
 */
826
  public void detach(DistortedNode node)
827
    {
828
    mJobs.add(new Job(DETACH,node));
829
    DistortedMaster.newSlave(this);
830
    }
831

    
832
///////////////////////////////////////////////////////////////////////////////////////////////////
833
/**
834
 * Removes all children Nodes.
835
 * <p>
836
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
837
 * DistortedMaster (by calling doWork())
838
 */
839
  public void detachAll()
840
    {
841
    mJobs.add(new Job(DETALL,null));
842
    DistortedMaster.newSlave(this);
843
    }
844

    
845
///////////////////////////////////////////////////////////////////////////////////////////////////
846
/**
847
 * This is not really part of the public API. Has to be public only because it is a part of the
848
 * DistortedSlave interface, which should really be a class that we extend here instead but
849
 * Java has no multiple inheritance.
850
 *
851
 * @y.exclude
852
 */
853
  public void doWork()
854
    {
855
    int num = mJobs.size();
856
    Job job;
857

    
858
    for(int i=0; i<num; i++)
859
      {
860
      job = mJobs.remove(0);
861

    
862
      switch(job.type)
863
        {
864
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
865
                     job.node.setSurfaceParent(this);
866
                     DistortedMaster.addSorted(mChildren,job.node);
867
                     mNumChildren++;
868
                     break;
869
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
870
                       {
871
                       job.node.setSurfaceParent(null);
872
                       mNumChildren--;
873
                       }
874
                     break;
875
        case DETALL: if( mNumChildren>0 )
876
                       {
877
                       DistortedNode tmp;
878

    
879
                       for(int j=mNumChildren-1; j>=0; j--)
880
                         {
881
                         tmp = mChildren.remove(j);
882
                         tmp.setSurfaceParent(null);
883
                         }
884

    
885
                       mNumChildren = 0;
886
                       }
887
                     break;
888
        case SORT  : mChildren.remove(job.node);
889
                     DistortedMaster.addSorted(mChildren,job.node);
890
                     break;
891
        }
892
      }
893
    }
894
}
(8-8/21)