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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 375b3950

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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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    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);
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    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);
327
    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).
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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();
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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
            DistortedEffects.zeroOutAtomic();
359
            }
360
          else
361
            {
362
            for(int j=bucketChange; j<i; j++)
363
              {
364
              child2 = children.get(j);
365
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
366
              }
367

    
368
            numRenders += lastQueue.postprocess(mBuffer);
369
            numRenders += blitWithDepth(time, mBuffer[quality]);
370
            clearBuffer(mBuffer[quality]);
371
            }
372

    
373
          internalQuality = currQueue.getInternalQuality();
374
          quality         = currQueue.getQuality();
375
          bucketChange    = i;
376

    
377
          cloneViewport(this);
378
          }
379

    
380
        child1.drawNoBlend(time,mBuffer[quality]);
381

    
382
        if( i==numChildren-1 )
383
          {
384
          for(int j=bucketChange; j<numChildren; j++)
385
            {
386
            child2 = children.get(j);
387
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
388
            }
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390
          numRenders += currQueue.postprocess(mBuffer);
391
          numRenders += blitWithDepth(time, mBuffer[quality]);
392
          GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS);
393
          numRenders += blitWithDepthRender(time,mBuffer[quality]);  // merge the OIT linked list
394
          clearBuffer(mBuffer[quality]);
395
          }
396
        }
397

    
398
      lastQueue = currQueue;
399
      lastBucket= currBucket;
400
      }
401

    
402
    return numRenders;
403
    }
404

    
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406

    
407
  ArrayList<DistortedNode> getChildren()
408
    {
409
    return mChildren;
410
    }
411

    
412
///////////////////////////////////////////////////////////////////////////////////////////////////
413
/**
414
 * Not part of the Public API.
415
 *
416
 * @y.exclude
417
 */
418
  public float getWidthCorrection()
419
    {
420
    return (float)mWidth/mRealWidth;
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
/**
425
 * Not part of the Public API.
426
 *
427
 * @y.exclude
428
 */
429
  public float getHeightCorrection()
430
    {
431
    return (float)mHeight/mRealHeight;
432
    }
433

    
434
///////////////////////////////////////////////////////////////////////////////////////////////////
435
// PUBLIC API
436
///////////////////////////////////////////////////////////////////////////////////////////////////
437
/**
438
 * Make the library show various debugging information.
439
 * <p>
440
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
441
 *
442
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
443
 */
444
  public void setDebug(int bitmask)
445
    {
446
    if( this instanceof DistortedScreen )
447
      mDebugLevel = bitmask;
448
    }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451

    
452
/**
453
 * Draws all the attached children to this OutputSurface.
454
 * <p>
455
 * Must be called from a thread holding OpenGL Context.
456
 *
457
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
458
 * @return Number of objects rendered.
459
 */
460
  public int render(long time)
461
    {
462
    if( mDebugLevel!=0 ) prepareDebug(time);
463

    
464
    // change tree topology (attach and detach children)
465
/*
466
    boolean changed1 =
467
*/
468
    DistortedMaster.toDo();
469
/*
470
    if( changed1 )
471
      {
472
      for(int i=0; i<mNumChildren; i++)
473
        {
474
        mChildren.get(i).debug(0);
475
        }
476

    
477
      DistortedNode.debugMap();
478
      }
479
*/
480
    // create and delete all underlying OpenGL resources
481
    // Watch out: FIRST change topology, only then deal
482
    // with OpenGL resources. That's because changing Tree
483
    // can result in additional Framebuffers that would need
484
    // to be created immediately, before the calls to drawRecursive()
485
/*
486
    boolean changed2 =
487
*/
488
    toDo();
489
/*
490
    if( changed2 )
491
      {
492
      DistortedObject.debugLists();
493
      }
494
*/
495
    // mark OpenGL state as unknown
496
    DistortedRenderState.reset();
497

    
498
    int numRenders=0;
499

    
500
    for(int i=0; i<mNumChildren; i++)
501
      {
502
      numRenders += mChildren.get(i).renderRecursive(time);
503
      }
504

    
505
    setAsOutput(time);
506
    numRenders += renderChildren(time,mNumChildren,mChildren);
507

    
508
    if( mDebugLevel != 0 ) renderDebug(time);
509

    
510
    return numRenders;
511
    }
512

    
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514
/**
515
 * Bind this Surface as a Framebuffer we can render to.
516
 *
517
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
518
 *             out if this is the first time during present frame that this FBO is being set as output.
519
 *             If so, the library, in addition to binding the Surface for output, also clears the
520
 *             Surface's color and depth attachments.
521
 */
522
  public void setAsOutput(long time)
523
    {
524
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
525

    
526
    if( mTime!=time )
527
      {
528
      mTime = time;
529
      DistortedRenderState.colorDepthStencilOn();
530
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
531
      GLES31.glClearDepthf(mClearDepth);
532
      GLES31.glClearStencil(mClearStencil);
533
      GLES31.glClear(mClear);
534
      DistortedRenderState.colorDepthStencilRestore();
535
      }
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * Bind this Surface as a Framebuffer we can render to.
541
 * <p>
542
 * This version does not attempt to clear anything.
543
 */
544

    
545
  public void setAsOutput()
546
    {
547
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551
/**
552
 * Return the Near plane of the Projection included in the Surface.
553
 *
554
 * @return the Near plane.
555
 */
556
  public float getNear()
557
    {
558
    return mNear;
559
    }
560

    
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562
/**
563
 * Set mipmap level.
564
 * <p>
565
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
566
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
567
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
568
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
569
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
570
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
571
 * <p>
572
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
573
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
574
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
575
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
576
 *
577
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
578
 *               does not make any sense (that would result in loss of speed and no gain in quality)
579
 */
580
  public void setMipmap(float mipmap)
581
    {
582
    mMipmap = mipmap;
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
588
 * this Surface at the beginning of each frame.
589
 *
590
 * @param r the Red component. Default: 0.0f
591
 * @param g the Green component. Default: 0.0f
592
 * @param b the Blue component. Default: 0.0f
593
 * @param a the Alpha component. Default: 0.0f
594
 */
595
  public void glClearColor(float r, float g, float b, float a)
596
    {
597
    mClearR = r;
598
    mClearG = g;
599
    mClearB = b;
600
    mClearA = a;
601
    }
602

    
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * Uses glClearDepthf() to set up a value with which to clear
606
 * the Depth buffer of our Surface at the beginning of each frame.
607
 *
608
 * @param d the Depth. Default: 1.0f
609
 */
610
  public void glClearDepthf(float d)
611
    {
612
    mClearDepth = d;
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
/**
617
 * Uses glClearStencil() to set up a value with which to clear the
618
 * Stencil buffer of our Surface at the beginning of each frame.
619
 *
620
 * @param s the Stencil. Default: 0
621
 */
622
  public void glClearStencil(int s)
623
    {
624
    mClearStencil = s;
625
    }
626

    
627
///////////////////////////////////////////////////////////////////////////////////////////////////
628
/**
629
 * Which buffers to Clear at the beginning of each frame?
630
 * <p>
631
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
632
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
633
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
634
 *
635
 * @param mask bitwise OR of BUFFER_BITs to clear.
636
 */
637
  public void glClear(int mask)
638
    {
639
    mClear = mask;
640
    }
641

    
642
///////////////////////////////////////////////////////////////////////////////////////////////////
643
/**
644
 * Create new Projection matrix.
645
 *
646
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
647
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
648
 * @param near Distance between the screen plane and the near plane.
649
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
650
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
651
 */
652
  public void setProjection(float fov, float near)
653
    {
654
    if( fov < 180.0f && fov >=0.0f )
655
      {
656
      mFOV = fov;
657
      }
658

    
659
    if( near<   1.0f && near> 0.0f )
660
      {
661
      mNear= near;
662
      }
663
    else if( near<=0.0f )
664
      {
665
      mNear = 0.01f;
666
      }
667
    else if( near>=1.0f )
668
      {
669
      mNear=0.99f;
670
      }
671

    
672
    if( mBuffer[0]!=null )
673
      {
674
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
675
      }
676

    
677
    createProjection();
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Resize the underlying Framebuffer.
683
 * <p>
684
 * This method can be safely called mid-render as it doesn't interfere with rendering.
685
 *
686
 * @param width The new width.
687
 * @param height The new height.
688
 */
689
  public void resize(int width, int height)
690
    {
691
    if( mWidth!=width || mHeight!=height )
692
      {
693
      mWidth = mRealWidth = width;
694
      mHeight= mRealHeight= height;
695

    
696
      createProjection();
697

    
698
      if( mColorCreated==CREATED )
699
        {
700
        markForCreation();
701
        recreate();
702
        }
703
      }
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Return true if the Surface contains a DEPTH attachment.
709
 *
710
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
711
 */
712
  public boolean hasDepth()
713
    {
714
    return mDepthStencilCreated==CREATED;
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * Return true if the Surface contains a STENCIL attachment.
720
 *
721
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
722
 */
723
  public boolean hasStencil()
724
    {
725
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
726
    }
727

    
728
///////////////////////////////////////////////////////////////////////////////////////////////////
729
/**
730
 * Adds a new child to the last position in the list of our Surface's children.
731
 * <p>
732
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
733
 * DistortedMaster (by calling doWork())
734
 *
735
 * @param node The new Node to add.
736
 */
737
  public void attach(DistortedNode node)
738
    {
739
    mJobs.add(new Job(ATTACH,node));
740
    DistortedMaster.newSlave(this);
741
    }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Adds a new child to the last position in the list of our Surface's children.
746
 * <p>
747
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
748
 * DistortedMaster (by calling doWork())
749
 *
750
 * @param surface InputSurface to initialize our child Node with.
751
 * @param effects DistortedEffects to initialize our child Node with.
752
 * @param mesh MeshObject to initialize our child Node with.
753
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
754
 */
755
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
756
    {
757
    DistortedNode node = new DistortedNode(surface,effects,mesh);
758
    mJobs.add(new Job(ATTACH,node));
759
    DistortedMaster.newSlave(this);
760
    return node;
761
    }
762

    
763
///////////////////////////////////////////////////////////////////////////////////////////////////
764
/**
765
 * Removes the first occurrence of a specified child from the list of children of our Surface.
766
 * <p>
767
 * A bit questionable method as there can be many different Nodes attached as children, some
768
 * of them having the same Effects but - for instance - different Mesh. Use with care.
769
 * <p>
770
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
771
 * DistortedMaster (by calling doWork())
772
 *
773
 * @param effects DistortedEffects to remove.
774
 */
775
  public void detach(DistortedEffects effects)
776
    {
777
    long id = effects.getID();
778
    DistortedNode node;
779
    boolean detached = false;
780

    
781
    for(int i=0; i<mNumChildren; i++)
782
      {
783
      node = mChildren.get(i);
784

    
785
      if( node.getEffects().getID()==id )
786
        {
787
        detached = true;
788
        mJobs.add(new Job(DETACH,node));
789
        DistortedMaster.newSlave(this);
790
        break;
791
        }
792
      }
793

    
794
    if( !detached )
795
      {
796
      // if we failed to detach any, it still might be the case that
797
      // there's an ATTACH job that we need to cancel.
798
      int num = mJobs.size();
799
      Job job;
800

    
801
      for(int i=0; i<num; i++)
802
        {
803
        job = mJobs.get(i);
804

    
805
        if( job.type==ATTACH && job.node.getEffects()==effects )
806
          {
807
          mJobs.remove(i);
808
          break;
809
          }
810
        }
811
      }
812
    }
813

    
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * Removes the first occurrence of a specified child from the list of children of our Surface.
817
 * <p>
818
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
819
 * DistortedMaster (by calling doWork())
820
 *
821
 * @param node The Node to remove.
822
 */
823
  public void detach(DistortedNode node)
824
    {
825
    mJobs.add(new Job(DETACH,node));
826
    DistortedMaster.newSlave(this);
827
    }
828

    
829
///////////////////////////////////////////////////////////////////////////////////////////////////
830
/**
831
 * Removes all children Nodes.
832
 * <p>
833
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
834
 * DistortedMaster (by calling doWork())
835
 */
836
  public void detachAll()
837
    {
838
    mJobs.add(new Job(DETALL,null));
839
    DistortedMaster.newSlave(this);
840
    }
841

    
842
///////////////////////////////////////////////////////////////////////////////////////////////////
843
/**
844
 * This is not really part of the public API. Has to be public only because it is a part of the
845
 * DistortedSlave interface, which should really be a class that we extend here instead but
846
 * Java has no multiple inheritance.
847
 *
848
 * @y.exclude
849
 */
850
  public void doWork()
851
    {
852
    int num = mJobs.size();
853
    Job job;
854

    
855
    for(int i=0; i<num; i++)
856
      {
857
      job = mJobs.remove(0);
858

    
859
      switch(job.type)
860
        {
861
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
862
                     job.node.setSurfaceParent(this);
863
                     DistortedMaster.addSorted(mChildren,job.node);
864
                     mNumChildren++;
865
                     break;
866
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
867
                       {
868
                       job.node.setSurfaceParent(null);
869
                       mNumChildren--;
870
                       }
871
                     break;
872
        case DETALL: if( mNumChildren>0 )
873
                       {
874
                       DistortedNode tmp;
875

    
876
                       for(int j=mNumChildren-1; j>=0; j--)
877
                         {
878
                         tmp = mChildren.remove(j);
879
                         tmp.setSurfaceParent(null);
880
                         }
881

    
882
                       mNumChildren = 0;
883
                       }
884
                     break;
885
        case SORT  : mChildren.remove(job.node);
886
                     DistortedMaster.addSorted(mChildren,job.node);
887
                     break;
888
        }
889
      }
890
    }
891
}
(8-8/21)