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library / src / main / java / org / distorted / library / main / DistortedNode.java @ 406e2f6b

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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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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 * <p>
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 * Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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 * That recursively renders the set held in the Node and all its children.
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 * <p>
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 * The class takes special care to only render identical sub-trees once. Each Node holds a reference
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 * to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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 * will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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 */
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public class DistortedNode implements DistortedMaster.Slave
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  {
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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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  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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  private static long mNextNodeID =0;
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  private boolean mRenderWayOIT;
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  private DistortedNode mParent;
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  private DistortedOutputSurface mSurfaceParent;
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  private MeshObject mMesh;
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  private DistortedEffects mEffects;
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  private DistortedInputSurface mSurface;
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  private DistortedRenderState mState;
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  private NodeData mData;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private class NodeData
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    {
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    long ID;
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    int numPointingNodes;
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    long currTime;
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    ArrayList<Long> key;
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    DistortedFramebuffer mFBO;
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    NodeData(long id, ArrayList<Long> k)
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      {
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      ID              = id;
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      key             = k;
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      numPointingNodes= 1;
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      currTime        =-1;
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      mFBO            = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    NodeData data;
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    for (HashMap.Entry<ArrayList<Long>,NodeData> entry : mMapNodeID.entrySet())
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      {
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      data = entry.getValue();
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      if( data.mFBO != null )
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        {
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        data.mFBO.markForDeletion();
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        data.mFBO = null;
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        }
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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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    mNextNodeID = 0;
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    mMapNodeID.clear();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private ArrayList<Long> generateIDList()
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    {
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    ArrayList<Long> ret = new ArrayList<>();
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    if( mNumChildren[0]==0 )
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      {
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      // add a negative number so this leaf never gets confused with a internal node
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      // with a single child that happens to have ID identical to some leaf's Effects ID.
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      ret.add(-mEffects.getID());
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      }
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    else
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      {
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      DistortedNode node;
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      for(int i=0; i<mNumChildren[0]; i++)
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        {
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        node = mChildren.get(i);
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        ret.add(node.mData.ID);
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        }
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      // A bit questionable decision here - we are sorting the children IDs, which means
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      // that order in which we draw the children is going to be undefined (well, this is not
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      // strictly speaking true - when rendering, if no postprocessing and isomorphism are
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      // involved, we *DO* render the children in order they were added; if however there
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      // are two internal nodes with the same list of identical children, just added in a
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      // different order each time, then we consider them isomorphic, i.e. identical and only
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      // render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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      // exactly the same Z-height this might result in some unexpected sights).
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      //
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      // Reason: with the children being sorted by postprocessing buckets, the order is
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      // undefined anyway (although only when postprocessing is applied).
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      //
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      // See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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      // different order. You will see the number of renders go back to the original 14.
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      Collections.sort(ret);
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      }
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    ret.add( 0, mSurface.getID() );
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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  @SuppressWarnings("unused")
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  void debug(int depth)
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    {
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    String tmp="";
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    int i;
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    for(i=0; i<depth; i++) tmp +="   ";
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    tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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            mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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            " parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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    android.util.Log.e("NODE", tmp);
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    for(i=0; i<mNumChildren[0]; i++)
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      mChildren.get(i).debug(depth+1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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  @SuppressWarnings("unused")
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  static void debugMap()
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    {
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    NodeData tmp;
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    for(ArrayList<Long> key: mMapNodeID.keySet())
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      {
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      tmp = mMapNodeID.get(key);
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      android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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  private void adjustIsomorphism()
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    {
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    ArrayList<Long> newList = generateIDList();
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    NodeData newData = mMapNodeID.get(newList);
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    if( newData!=null )
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      {
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      newData.numPointingNodes++;
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      }
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    else
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      {
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      newData = new NodeData(++mNextNodeID,newList);
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      mMapNodeID.put(newList,newData);
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      }
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    boolean deleteOldFBO = false;
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    boolean createNewFBO = false;
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    if( --mData.numPointingNodes==0 )
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      {
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      mMapNodeID.remove(mData.key);
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      if( mData.mFBO!=null ) deleteOldFBO=true;
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      }
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    if( mNumChildren[0]>0 && newData.mFBO==null )
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      {
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      createNewFBO = true;
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      }
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    if( mNumChildren[0]==0 && newData.mFBO!=null )
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      {
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      newData.mFBO.markForDeletion();
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      android.util.Log.e("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
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      newData.mFBO = null;
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      }
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    if( deleteOldFBO && createNewFBO )
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      {
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      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
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      }
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    else if( deleteOldFBO )
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      {
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      mData.mFBO.markForDeletion();
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      //android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
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      mData.mFBO = null;
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      }
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    else if( createNewFBO )
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      {
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      int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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      int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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      newData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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      //android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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      }
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    mData = newData;
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    if( mParent!=null ) mParent.adjustIsomorphism();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int markStencilAndDepth(long currTime, DistortedOutputSurface surface, EffectQueuePostprocess queue)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      DistortedRenderState.setUpStencilMark();
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      mEffects.drawPriv(mSurface.getWidth() /2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, queue.getHalo()*surface.mMipmap);
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      DistortedRenderState.unsetUpStencilMark();
271

    
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      return 1;
273
      }
274
    return 0;
275
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
279

    
280
  int drawNoBlend(long currTime, DistortedOutputSurface surface)
281
    {
282
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
283

    
284
    if( input.setAsInput() )
285
      {
286
      mState.apply();
287
      GLES31.glDisable(GLES31.GL_BLEND);
288
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
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      GLES31.glEnable(GLES31.GL_BLEND);
290
      return 1;
291
      }
292

    
293
    return 0;
294
    }
295

    
296
///////////////////////////////////////////////////////////////////////////////////////////////////
297
// return the total number of render calls issued
298

    
299
  int draw(long currTime, DistortedOutputSurface surface)
300
    {
301
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
302

    
303
    if( input.setAsInput() )
304
      {
305
      mState.apply();
306
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
307
      return 1;
308
      }
309

    
310
    return 0;
311
    }
312

    
313
///////////////////////////////////////////////////////////////////////////////////////////////////
314
// return the total number of render calls issued
315

    
316
  int renderRecursive(long currTime)
317
    {
318
    int numRenders = 0;
319

    
320
    if( mNumChildren[0]>0 && mData.currTime!=currTime )
321
      {
322
      mData.currTime = currTime;
323

    
324
      for (int i=0; i<mNumChildren[0]; i++)
325
        {
326
        numRenders += mChildren.get(i).renderRecursive(currTime);
327
        }
328

    
329
      if( mData.mFBO==null )
330
        {
331
        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
332
        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
333
        mData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
334
        }
335

    
336
      mData.mFBO.setAsOutput(currTime);
337

    
338
      if( mSurface.setAsInput() )
339
        {
340
        numRenders++;
341
        DistortedEffects.blitPriv(mData.mFBO);
342
        }
343

    
344
      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren,0, mRenderWayOIT);
345
      }
346

    
347
    return numRenders;
348
    }
349

    
350
///////////////////////////////////////////////////////////////////////////////////////////////////
351

    
352
  void setSurfaceParent(DistortedOutputSurface dep)
353
    {
354
    mSurfaceParent = dep;
355
    mParent = null;
356
    }
357

    
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359

    
360
  void sort()
361
    {
362
    if( mParent!=null )
363
      {
364
      mParent.mChildren.remove(this);
365
      DistortedMaster.addSortingByBuckets(mParent.mChildren,this);
366
      }
367
    else if( mSurfaceParent!=null )
368
      {
369
      ArrayList<DistortedNode> children = mSurfaceParent.getChildren();
370
      children.remove(this);
371
      DistortedMaster.addSortingByBuckets(children,this);
372
      }
373
    }
374

    
375
///////////////////////////////////////////////////////////////////////////////////////////////////
376
/**
377
 * Not part of the Public API.
378
 *
379
 * @y.exclude
380
 */
381
  public EffectQueuePostprocess getPostprocessQueue()
382
    {
383
    return mEffects.getPostprocess();
384
    }
385

    
386
///////////////////////////////////////////////////////////////////////////////////////////////////
387
// PUBLIC API
388
///////////////////////////////////////////////////////////////////////////////////////////////////
389
/**
390
 * Constructs new Node.
391
 *     
392
 * @param surface InputSurface to put into the new Node.
393
 * @param effects DistortedEffects to put into the new Node.
394
 * @param mesh MeshObject to put into the new Node.
395
 */
396
  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
397
    {
398
    mSurface       = surface;
399
    mEffects       = effects;
400
    mMesh          = mesh;
401
    mState         = new DistortedRenderState();
402
    mChildren      = null;
403
    mNumChildren   = new int[1];
404
    mNumChildren[0]= 0;
405
    mParent        = null;
406
    mSurfaceParent = null;
407
    mRenderWayOIT  = false;
408

    
409
    mFboW            = 0;  // i.e. take this from
410
    mFboH            = 0;  // mSurface's dimensions
411
    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
412

    
413
    ArrayList<Long> list = new ArrayList<>();
414
    list.add(mSurface.getID());
415
    list.add(-mEffects.getID());
416

    
417
    mData = mMapNodeID.get(list);
418
   
419
    if( mData!=null )
420
      {
421
      mData.numPointingNodes++;
422
      }
423
    else
424
      {
425
      mData = new NodeData(++mNextNodeID,list);
426
      mMapNodeID.put(list, mData);
427
      }
428

    
429
    mEffects.newNode(this);
430
    }
431

    
432
///////////////////////////////////////////////////////////////////////////////////////////////////  
433
/**
434
 * Copy-constructs new Node from another Node.
435
 *     
436
 * @param node The DistortedNode to copy data from.
437
 * @param flags bit field composed of a subset of the following:
438
 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
439
 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
440
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
441
 */
442
  public DistortedNode(DistortedNode node, int flags)
443
    {
444
    mEffects      = new DistortedEffects(node.mEffects,flags);
445
    mMesh         = node.mMesh;
446
    mState        = new DistortedRenderState();
447
    mParent       = null;
448
    mSurfaceParent= null;
449
    mRenderWayOIT = false;
450

    
451
    mFboW            = node.mFboW;
452
    mFboH            = node.mFboH;
453
    mFboDepthStencil = node.mFboDepthStencil;
454

    
455
    if( (flags & Distorted.CLONE_SURFACE) != 0 )
456
      {
457
      mSurface = node.mSurface;
458
      }
459
    else
460
      {
461
      int w = node.mSurface.getWidth();
462
      int h = node.mSurface.getHeight();
463

    
464
      if( node.mSurface instanceof DistortedTexture )
465
        {
466
        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
467
        }
468
      else if( node.mSurface instanceof DistortedFramebuffer )
469
        {
470
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
471

    
472
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
473
          {
474
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
475
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
476
          }
477

    
478
        mSurface = new DistortedFramebuffer(1,depthStencil,DistortedSurface.TYPE_TREE,w,h);
479
        }
480
      }
481
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
482
      {
483
      if( node.mChildren==null )     // do NOT copy over the NULL!
484
        {
485
        node.mChildren = new ArrayList<>(2);
486
        }
487

    
488
      mChildren = node.mChildren;
489
      mNumChildren = node.mNumChildren;
490
      }
491
    else
492
      {
493
      mChildren = null;
494
      mNumChildren = new int[1];
495
      mNumChildren[0] = 0;
496
      }
497
   
498
    ArrayList<Long> list = generateIDList();
499
   
500
    mData = mMapNodeID.get(list);
501
   
502
    if( mData!=null )
503
      {
504
      mData.numPointingNodes++;
505
      }
506
    else
507
      {
508
      mData = new NodeData(++mNextNodeID,list);
509
      mMapNodeID.put(list, mData);
510
      }
511

    
512
    mEffects.newNode(this);
513
    }
514

    
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516
  /**
517
   * When rendering this Node, should we use the Order Independent Transparency render more?
518
   * <p>
519
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
520
   * fragments in different ways depending on which fragments get rendered first, or the slower
521
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
522
   *
523
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
524
   */
525
  public void setOrderIndependentTransparency(boolean oit)
526
    {
527
    mRenderWayOIT = oit;
528
    }
529

    
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531
/**
532
 * Adds a new child to the last position in the list of our Node's children.
533
 * <p>
534
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
535
 * DistortedMaster (by calling doWork())
536
 *
537
 * @param node The new Node to add.
538
 */
539
  public void attach(DistortedNode node)
540
    {
541
    mJobs.add(new Job(ATTACH,node));
542
    DistortedMaster.newSlave(this);
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547
 * Adds a new child to the last position in the list of our Node's children.
548
 * <p>
549
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
550
 * DistortedMaster (by calling doWork())
551
 *
552
 * @param surface InputSurface to initialize our child Node with.
553
 * @param effects DistortedEffects to initialize our child Node with.
554
 * @param mesh MeshObject to initialize our child Node with.
555
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
556
 */
557
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
558
    {
559
    DistortedNode node = new DistortedNode(surface,effects,mesh);
560
    mJobs.add(new Job(ATTACH,node));
561
    DistortedMaster.newSlave(this);
562
    return node;
563
    }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566
/**
567
 * Removes the first occurrence of a specified child from the list of children of our Node.
568
 * <p>
569
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
570
 * DistortedMaster (by calling doWork())
571
 *
572
 * @param node The Node to remove.
573
 */
574
  public void detach(DistortedNode node)
575
    {
576
    mJobs.add(new Job(DETACH,node));
577
    DistortedMaster.newSlave(this);
578
    }
579

    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581
/**
582
 * Removes the first occurrence of a specified child from the list of children of our Node.
583
 * <p>
584
 * A bit questionable method as there can be many different Nodes attached as children, some
585
 * of them having the same Effects but - for instance - different Mesh. Use with care.
586
 * <p>
587
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
588
 * DistortedMaster (by calling doWork())
589
 *
590
 * @param effects DistortedEffects to remove.
591
 */
592
  public void detach(DistortedEffects effects)
593
    {
594
    long id = effects.getID();
595
    DistortedNode node;
596
    boolean detached = false;
597

    
598
    for(int i=0; i<mNumChildren[0]; i++)
599
      {
600
      node = mChildren.get(i);
601

    
602
      if( node.getEffects().getID()==id )
603
        {
604
        detached = true;
605
        mJobs.add(new Job(DETACH,node));
606
        DistortedMaster.newSlave(this);
607
        break;
608
        }
609
      }
610

    
611
    if( !detached )
612
      {
613
      // if we failed to detach any, it still might be the case that
614
      // there's an ATTACH job that we need to cancel.
615
      int num = mJobs.size();
616
      Job job;
617

    
618
      for(int i=0; i<num; i++)
619
        {
620
        job = mJobs.get(i);
621

    
622
        if( job.type==ATTACH && job.node.getEffects()==effects )
623
          {
624
          mJobs.remove(i);
625
          break;
626
          }
627
        }
628
      }
629
    }
630

    
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632
/**
633
 * Removes all children Nodes.
634
 * <p>
635
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
636
 * DistortedMaster (by calling doWork())
637
 */
638
  public void detachAll()
639
    {
640
    mJobs.add(new Job(DETALL,null));
641
    DistortedMaster.newSlave(this);
642
    }
643

    
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
/**
646
 * This is not really part of the public API. Has to be public only because it is a part of the
647
 * DistortedSlave interface, which should really be a class that we extend here instead but
648
 * Java has no multiple inheritance.
649
 *
650
 * @y.exclude
651
 */
652
  public void doWork()
653
    {
654
    int num = mJobs.size();
655
    Job job;
656

    
657
    int numChanges=0;
658

    
659
    for(int i=0; i<num; i++)
660
      {
661
      job = mJobs.remove(0);
662

    
663
      switch(job.type)
664
        {
665
        case ATTACH: numChanges++;
666
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
667
                     job.node.mParent = this;
668
                     job.node.mSurfaceParent = null;
669
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
670
                     mNumChildren[0]++;
671
                     break;
672
        case DETACH: numChanges++;
673
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
674
                       {
675
                       job.node.mParent = null;
676
                       job.node.mSurfaceParent = null;
677
                       mNumChildren[0]--;
678
                       }
679
                     break;
680
        case DETALL: numChanges++;
681
                     if( mNumChildren[0]>0 )
682
                       {
683
                       DistortedNode tmp;
684

    
685
                       for(int j=mNumChildren[0]-1; j>=0; j--)
686
                         {
687
                         tmp = mChildren.remove(j);
688
                         tmp.mParent = null;
689
                         tmp.mSurfaceParent = null;
690
                         }
691

    
692
                       mNumChildren[0] = 0;
693
                       }
694
                     break;
695
        case SORT  : mChildren.remove(job.node);
696
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
697
                     break;
698
        }
699
      }
700

    
701
    if( numChanges>0 ) adjustIsomorphism();
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Returns the DistortedEffects object that's in the Node.
707
 * 
708
 * @return The DistortedEffects contained in the Node.
709
 */
710
  public DistortedEffects getEffects()
711
    {
712
    return mEffects;
713
    }
714

    
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
/**
717
 * Returns the DistortedInputSurface object that's in the Node.
718
 *
719
 * @return The DistortedInputSurface contained in the Node.
720
 */
721
  public DistortedInputSurface getSurface()
722
    {
723
    return mSurface;
724
    }
725

    
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728
 * Returns the Mesh object that's in the Node.
729
 *
730
 * @return Mesh contained in the Node.
731
 */
732
  public MeshObject getMesh()
733
    {
734
    return mMesh;
735
    }
736

    
737
///////////////////////////////////////////////////////////////////////////////////////////////////
738
/**
739
 * Resizes the DistortedFramebuffer object that we render this Node to.
740
 */
741
  public void resize(int width, int height)
742
    {
743
    mFboW = width;
744
    mFboH = height;
745

    
746
    if ( mData.mFBO !=null )
747
      {
748
      // TODO: potentially allocate a new NodeData if we have to
749
      mData.mFBO.resize(width,height);
750
      }
751
    }
752

    
753
///////////////////////////////////////////////////////////////////////////////////////////////////
754
/**
755
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
756
 */
757
  public void enableDepthStencil(int depthStencil)
758
    {
759
    mFboDepthStencil = depthStencil;
760

    
761
    if ( mData.mFBO !=null )
762
      {
763
      // TODO: potentially allocate a new NodeData if we have to
764
      mData.mFBO.enableDepthStencil(depthStencil);
765
      }
766
    }
767

    
768
///////////////////////////////////////////////////////////////////////////////////////////////////
769
// APIs that control how to set the OpenGL state just before rendering this Node.
770
///////////////////////////////////////////////////////////////////////////////////////////////////
771
/**
772
 * When rendering this Node, use ColorMask (r,g,b,a).
773
 *
774
 * @param r Write to the RED color channel when rendering this Node?
775
 * @param g Write to the GREEN color channel when rendering this Node?
776
 * @param b Write to the BLUE color channel when rendering this Node?
777
 * @param a Write to the ALPHA channel when rendering this Node?
778
 */
779
  @SuppressWarnings("unused")
780
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
781
    {
782
    mState.glColorMask(r,g,b,a);
783
    }
784

    
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786
/**
787
 * When rendering this Node, switch on writing to Depth buffer?
788
 *
789
 * @param mask Write to the Depth buffer when rendering this Node?
790
 */
791
  @SuppressWarnings("unused")
792
  public void glDepthMask(boolean mask)
793
    {
794
    mState.glDepthMask(mask);
795
    }
796

    
797
///////////////////////////////////////////////////////////////////////////////////////////////////
798
/**
799
 * When rendering this Node, which bits of the Stencil buffer to write to?
800
 *
801
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
802
 */
803
  @SuppressWarnings("unused")
804
  public void glStencilMask(int mask)
805
    {
806
    mState.glStencilMask(mask);
807
    }
808

    
809
///////////////////////////////////////////////////////////////////////////////////////////////////
810
/**
811
 * When rendering this Node, which Tests to enable?
812
 *
813
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
814
 */
815
  @SuppressWarnings("unused")
816
  public void glEnable(int test)
817
    {
818
    mState.glEnable(test);
819
    }
820

    
821
///////////////////////////////////////////////////////////////////////////////////////////////////
822
/**
823
 * When rendering this Node, which Tests to enable?
824
 *
825
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
826
 */
827
  @SuppressWarnings("unused")
828
  public void glDisable(int test)
829
    {
830
    mState.glDisable(test);
831
    }
832

    
833
///////////////////////////////////////////////////////////////////////////////////////////////////
834
/**
835
 * When rendering this Node, use the following StencilFunc.
836
 *
837
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
838
 * @param ref  Reference valut to compare our stencil with.
839
 * @param mask Mask used when comparing.
840
 */
841
  @SuppressWarnings("unused")
842
  public void glStencilFunc(int func, int ref, int mask)
843
    {
844
    mState.glStencilFunc(func,ref,mask);
845
    }
846

    
847
///////////////////////////////////////////////////////////////////////////////////////////////////
848
/**
849
 * When rendering this Node, use the following StencilOp.
850
 * <p>
851
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
852
 *
853
 * @param sfail  What to do when Stencil Test fails.
854
 * @param dpfail What to do when Depth Test fails.
855
 * @param dppass What to do when Depth Test passes.
856
 */
857
  @SuppressWarnings("unused")
858
  public void glStencilOp(int sfail, int dpfail, int dppass)
859
    {
860
    mState.glStencilOp(sfail,dpfail,dppass);
861
    }
862

    
863
///////////////////////////////////////////////////////////////////////////////////////////////////
864
/**
865
 * When rendering this Node, use the following DepthFunc.
866
 *
867
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
868
 */
869
  @SuppressWarnings("unused")
870
  public void glDepthFunc(int func)
871
    {
872
    mState.glDepthFunc(func);
873
    }
874

    
875
///////////////////////////////////////////////////////////////////////////////////////////////////
876
/**
877
 * When rendering this Node, use the following Blending mode.
878
 * <p>
879
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
880
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
881
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
882
 *
883
 * @param src Source Blend function
884
 * @param dst Destination Blend function
885
 */
886
  @SuppressWarnings("unused")
887
  public void glBlendFunc(int src, int dst)
888
    {
889
    mState.glBlendFunc(src,dst);
890
    }
891

    
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
/**
894
 * Before rendering this Node, clear the following buffers.
895
 * <p>
896
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
897
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
898
 * Default: 0
899
 *
900
 * @param mask bitwise OR of BUFFER_BITs to clear.
901
 */
902
  @SuppressWarnings("unused")
903
  public void glClear(int mask)
904
    {
905
    mState.glClear(mask);
906
    }
907
  }
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