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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 466450b5

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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 boolean mRenderWayOIT;
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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 DistortedFramebuffer[] mBuffer=null;
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  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;
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  int[] mFBOH;
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  private long[] mTime;
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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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  int mCurrFBO;     // internal current FBO (see Distorted.FBO_QUEUE_SIZE)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mRenderWayOIT = false;
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    mCurrFBO      = 0;
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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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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    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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    mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH];
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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(Distorted.FBO_QUEUE_SIZE,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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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+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[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    if( mBuffer!=null )
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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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      mBuffer = 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 Viewport 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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//
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// Also, adjust the Buffers so their Projection is the same like the surface we are supposed to be
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// rendering to.
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  private static void clonePostprocessingViewportAndProjection(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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        mBuffer[0].mFOV   != from.mFOV   || mBuffer[0].mNear   != from.mNear    )
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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.mFOV    = from.mFOV;
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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261
        surface.createProjection();
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263
        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)
267
          {
268
          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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271
          surface.recreate();
272
          surface.create();
273
          }
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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,int fbo)
281
    {
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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[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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292
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
299
    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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306
    buffer.setAsOutput();
307
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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312
    return 1;
313
    }
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315
///////////////////////////////////////////////////////////////////////////////////////////////////
316

    
317
  private static void oitClear(DistortedOutputSurface buffer)
318
    {
319
    int counter = DistortedEffects.zeroOutAtomic();
320
    DistortedEffects.oitClear(buffer,counter);
321
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
322
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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326
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
327
    {
328
    GLES31.glViewport(0, 0, mWidth, mHeight);
329
    setAsOutput(time);
330
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
331
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
332
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
333
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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335
    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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338
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
339
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
340
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
341
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
342
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
343

    
344
    DistortedRenderState.colorDepthStencilRestore();
345
    DistortedRenderState.restoreDepthTest();
346

    
347
    return 1;
348
    }
349

    
350
///////////////////////////////////////////////////////////////////////////////////////////////////
351
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
352

    
353
  private int oitRender(long currTime, int fbo)
354
    {
355
    float corrW = getWidthCorrection();
356
    float corrH = getHeightCorrection();
357

    
358
    // Do the Collapse Pass only if we do have a Depth attachment.
359
    // Otherwise there's no point (in fact we then would create a feedback loop!)
360

    
361
    if( mDepthStencilH[fbo] != 0 )
362
      {
363
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
364
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
365
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
366
      DistortedRenderState.switchOffColorDepthStencil();
367
      DistortedEffects.oitCollapse(this, corrW, corrH);
368
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
369
      }
370

    
371
    setAsOutput(currTime);
372
    DistortedRenderState.switchColorDepthOnStencilOff();
373
    DistortedEffects.oitRender(this, corrW, corrH);
374
    DistortedRenderState.restoreColorDepthStencil();
375

    
376
    return 1;
377
    }
378

    
379
///////////////////////////////////////////////////////////////////////////////////////////////////
380

    
381
  void clear()
382
    {
383
    DistortedRenderState.colorDepthStencilOn();
384
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
385
    GLES31.glClearDepthf(mClearDepth);
386
    GLES31.glClearStencil(mClearStencil);
387
    GLES31.glClear(mClear);
388
    DistortedRenderState.colorDepthStencilRestore();
389
    }
390

    
391
///////////////////////////////////////////////////////////////////////////////////////////////////
392

    
393
  void setCurrFBO(int fbo)
394
    {
395
    mCurrFBO = fbo;
396
    }
397

    
398
///////////////////////////////////////////////////////////////////////////////////////////////////
399
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
400
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
401
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
402

    
403
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
404
    {
405
    int quality=0, numRenders=0, bucketChange=0;
406
    DistortedNode child;
407
    EffectQueuePostprocess lastQueue=null, currQueue;
408
    long lastBucket=0, currBucket;
409
    boolean renderDirectly=false;
410

    
411
    setCurrFBO(fbo);
412

    
413
    if( mBuffer!=null )
414
      {
415
      for (int i=0; i<EffectQuality.LENGTH; i++) mBuffer[i].setCurrFBO(fbo);
416
      }
417

    
418
    if( oit && numChildren>0 )
419
      {
420
      oitClear(this);
421
      }
422

    
423
    for(int i=0; i<numChildren; i++)
424
      {
425
      child = children.get(i);
426
      currQueue = child.getPostprocessQueue();
427
      currBucket= currQueue.getID();
428

    
429
      if( currBucket==0 )
430
        {
431
        setAsOutput(time);
432

    
433
        if( oit )
434
          {
435
          numRenders += child.drawOIT(time, this);
436
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
437
          }
438
        else
439
          {
440
          numRenders += child.draw(time, this);
441
          }
442
        }
443
      else
444
        {
445
        if( mBuffer==null )
446
          {
447
          createPostprocessingBuffers(mWidth,mHeight,mNear);
448
          for (int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].setCurrFBO(fbo);
449
          }
450

    
451
        if( lastBucket!=currBucket )
452
          {
453
          if( lastBucket==0 )
454
            {
455
            clonePostprocessingViewportAndProjection(this);
456
            }
457
          else
458
            {
459
            for(int j=bucketChange; j<i; j++) numRenders += lastQueue.preprocess( mBuffer[quality],children.get(j) );
460
            numRenders += lastQueue.postprocess(mBuffer[quality]);
461

    
462
            if( oit )
463
              {
464
              numRenders += oitBuild(time, mBuffer[quality], fbo);
465
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
466
              }
467
            else
468
              {
469
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
470
              }
471
            mBuffer[quality].clearBuffer(fbo);
472
            }
473

    
474
          quality= currQueue.getQuality();
475
          bucketChange= i;
476
          renderDirectly = currQueue.getRender();
477
          }
478

    
479
        if( renderDirectly )
480
          {
481
          setAsOutput(time);
482

    
483
          if( oit )
484
            {
485
            numRenders += child.drawOIT(time, this);
486
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
487
            }
488
          else
489
            {
490
            numRenders += child.draw(time, this);
491
            }
492
          }
493
        else
494
          {
495
          mBuffer[quality].setAsOutput(time);
496
          child.drawNoBlend(time, mBuffer[quality]);
497
          }
498

    
499
        if( i==numChildren-1 )
500
          {
501
          for(int j=bucketChange; j<numChildren; j++) numRenders += currQueue.preprocess( mBuffer[quality],children.get(j) );
502
          numRenders += currQueue.postprocess(mBuffer[quality]);
503

    
504
          if( oit )
505
            {
506
            numRenders += oitBuild(time, mBuffer[quality], fbo);
507
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
508
            mBuffer[quality].clearBuffer(fbo);
509
            }
510
          else
511
            {
512
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
513
            }
514
          }
515
        } // end else (postprocessed child)
516

    
517
      lastQueue = currQueue;
518
      lastBucket= currBucket;
519
      } // end main for loop
520

    
521
    if( oit && numChildren>0 )
522
      {
523
      numRenders += oitRender(time, fbo);  // merge the OIT linked list
524
      }
525

    
526
    return numRenders;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530

    
531
  ArrayList<DistortedNode> getChildren()
532
    {
533
    return mChildren;
534
    }
535

    
536
///////////////////////////////////////////////////////////////////////////////////////////////////
537
/**
538
 * Not part of the Public API.
539
 *
540
 * @y.exclude
541
 */
542
  public float getWidthCorrection()
543
    {
544
    return (float)mWidth/mRealWidth;
545
    }
546

    
547
///////////////////////////////////////////////////////////////////////////////////////////////////
548
/**
549
 * Not part of the Public API.
550
 *
551
 * @y.exclude
552
 */
553
  public float getHeightCorrection()
554
    {
555
    return (float)mHeight/mRealHeight;
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559

    
560
  void clearBuffer(int fbo)
561
    {
562
    DistortedRenderState.colorDepthStencilOn();
563

    
564
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
565
    GLES31.glClearDepthf(mClearDepth);
566
    GLES31.glClearStencil(mClearStencil);
567

    
568
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
569
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
570
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
571
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
572
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
573

    
574
    DistortedRenderState.colorDepthStencilRestore();
575
    }
576

    
577
///////////////////////////////////////////////////////////////////////////////////////////////////
578
// PUBLIC API
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580
/**
581
 * Draws all the attached children to this OutputSurface's 0th FBO.
582
 * <p>
583
 * Must be called from a thread holding OpenGL Context.
584
 *
585
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
586
 * @return Number of objects rendered.
587
 */
588
  public int render(long time)
589
    {
590
    return render(time,0);
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Draws all the attached children to this OutputSurface.
596
 * <p>
597
 * Must be called from a thread holding OpenGL Context.
598
 *
599
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
600
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
601
 * @return Number of objects rendered.
602
 */
603
  public int render(long time, int fbo)
604
    {
605
    // change tree topology (attach and detach children)
606
/*
607
    boolean changed1 =
608
*/
609
    DistortedMaster.toDo();
610
/*
611
    if( changed1 )
612
      {
613
      for(int i=0; i<mNumChildren; i++)
614
        {
615
        mChildren.get(i).debug(0);
616
        }
617

    
618
      DistortedNode.debugMap();
619
      }
620
*/
621
    // create and delete all underlying OpenGL resources
622
    // Watch out: FIRST change topology, only then deal
623
    // with OpenGL resources. That's because changing Tree
624
    // can result in additional Framebuffers that would need
625
    // to be created immediately, before the calls to drawRecursive()
626
/*
627
    boolean changed2 =
628
*/
629
    toDo();
630
/*
631
    if( changed2 )
632
      {
633
      DistortedObject.debugLists();
634
      }
635
*/
636
    // mark OpenGL state as unknown
637
    DistortedRenderState.reset();
638

    
639
    int numRenders=0;
640

    
641
    for(int i=0; i<mNumChildren; i++)
642
      {
643
      numRenders += mChildren.get(i).renderRecursive(time);
644
      }
645

    
646
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
647

    
648
    return numRenders;
649
    }
650

    
651
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Bind this Surface as a Framebuffer we can render to.
654
 *
655
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
656
 *             out if this is the first time during present frame that this FBO is being set as output.
657
 *             If so, the library, in addition to binding the Surface for output, also clears the
658
 *             Surface's color and depth attachments.
659
 */
660
  public void setAsOutput(long time)
661
    {
662
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
663

    
664
    if( mTime[mCurrFBO]!=time )
665
      {
666
      mTime[mCurrFBO] = time;
667
      clear();
668
      }
669
    }
670

    
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672
/**
673
 * Bind this Surface as a Framebuffer we can render to.
674
 * <p>
675
 * This version does not attempt to clear anything.
676
 */
677
  public void setAsOutput()
678
    {
679
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
680
    }
681

    
682
///////////////////////////////////////////////////////////////////////////////////////////////////
683
/**
684
 * Return the Near plane of the Projection included in the Surface.
685
 *
686
 * @return the Near plane.
687
 */
688
  public float getNear()
689
    {
690
    return mNear;
691
    }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Set mipmap level.
696
 * <p>
697
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
698
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
699
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
700
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
701
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
702
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
703
 * <p>
704
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
705
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
706
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
707
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
708
 *
709
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
710
 *               does not make any sense (that would result in loss of speed and no gain in quality)
711
 */
712
  public void setMipmap(float mipmap)
713
    {
714
    mMipmap = mipmap;
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
720
 * this Surface at the beginning of each frame.
721
 *
722
 * @param r the Red component. Default: 0.0f
723
 * @param g the Green component. Default: 0.0f
724
 * @param b the Blue component. Default: 0.0f
725
 * @param a the Alpha component. Default: 0.0f
726
 */
727
  public void glClearColor(float r, float g, float b, float a)
728
    {
729
    mClearR = r;
730
    mClearG = g;
731
    mClearB = b;
732
    mClearA = a;
733
    }
734

    
735
///////////////////////////////////////////////////////////////////////////////////////////////////
736
/**
737
 * Uses glClearDepthf() to set up a value with which to clear
738
 * the Depth buffer of our Surface at the beginning of each frame.
739
 *
740
 * @param d the Depth. Default: 1.0f
741
 */
742
  public void glClearDepthf(float d)
743
    {
744
    mClearDepth = d;
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748
/**
749
 * Uses glClearStencil() to set up a value with which to clear the
750
 * Stencil buffer of our Surface at the beginning of each frame.
751
 *
752
 * @param s the Stencil. Default: 0
753
 */
754
  public void glClearStencil(int s)
755
    {
756
    mClearStencil = s;
757
    }
758

    
759
///////////////////////////////////////////////////////////////////////////////////////////////////
760
/**
761
 * Which buffers to Clear at the beginning of each frame?
762
 * <p>
763
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
764
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
765
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
766
 *
767
 * @param mask bitwise OR of BUFFER_BITs to clear.
768
 */
769
  public void glClear(int mask)
770
    {
771
    mClear = mask;
772
    }
773

    
774
///////////////////////////////////////////////////////////////////////////////////////////////////
775
/**
776
 * Create new Projection matrix.
777
 *
778
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
779
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
780
 * @param near Distance between the screen plane and the near plane.
781
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
782
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
783
 */
784
  public void setProjection(float fov, float near)
785
    {
786
    if( fov < 180.0f && fov >=0.0f )
787
      {
788
      mFOV = fov;
789
      }
790

    
791
    if( near<   1.0f && near> 0.0f )
792
      {
793
      mNear= near;
794
      }
795
    else if( near<=0.0f )
796
      {
797
      mNear = 0.01f;
798
      }
799
    else if( near>=1.0f )
800
      {
801
      mNear=0.99f;
802
      }
803

    
804
    if( mBuffer!=null )
805
      {
806
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
807
      }
808

    
809
    createProjection();
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813
/**
814
 * Resize the underlying Framebuffer.
815
 * <p>
816
 * This method can be safely called mid-render as it doesn't interfere with rendering.
817
 *
818
 * @param width The new width.
819
 * @param height The new height.
820
 */
821
  public void resize(int width, int height)
822
    {
823
    if( mWidth!=width || mHeight!=height )
824
      {
825
      mWidth = mRealWidth = width;
826
      mHeight= mRealHeight= height;
827

    
828
      createProjection();
829

    
830
      if( mColorCreated==CREATED )
831
        {
832
        markForCreation();
833
        recreate();
834
        }
835
      }
836
    }
837

    
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * Return true if the Surface contains a DEPTH attachment.
841
 *
842
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
843
 */
844
  public boolean hasDepth()
845
    {
846
    return mDepthStencilCreated==CREATED;
847
    }
848

    
849
///////////////////////////////////////////////////////////////////////////////////////////////////
850
/**
851
 * Return true if the Surface contains a STENCIL attachment.
852
 *
853
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
854
 */
855
  public boolean hasStencil()
856
    {
857
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
858
    }
859

    
860
///////////////////////////////////////////////////////////////////////////////////////////////////
861
/**
862
 * When rendering this Node, should we use the Order Independent Transparency render more?
863
 * <p>
864
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
865
 * fragments in different ways depending on which fragments get rendered first, or the slower
866
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
867
 *
868
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
869
 */
870
  public void setOrderIndependentTransparency(boolean oit)
871
    {
872
    mRenderWayOIT = oit;
873
    }
874

    
875
///////////////////////////////////////////////////////////////////////////////////////////////////
876
/**
877
 * When rendering this Node, should we use the Order Independent Transparency render more?
878
 * <p>
879
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
880
 * fragments in different ways depending on which fragments get rendered first, or the slower
881
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
882
 *
883
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
884
 * @param initialSize Initial number of transparent fragments we expect, in screenfuls.
885
 *                    I.e '1.0' means 'the scene we are going to render contains about 1 screen
886
 *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
887
 *                    Even if you get this wrong, the library will detect that there are more
888
 *                    transparent fragments than it has space for and readjust its internal buffers,
889
 *                    but only after a few frames during which one will probably see missing objects.
890
 */
891
public void setOrderIndependentTransparency(boolean oit, float initialSize)
892
  {
893
  mRenderWayOIT = oit;
894

    
895
  if( initialSize>0.0f && initialSize<10.0f )
896
    DistortedEffects.setSSBOSize(initialSize);
897
  }
898

    
899
///////////////////////////////////////////////////////////////////////////////////////////////////
900
/**
901
 * Adds a new child to the last position in the list of our Surface's children.
902
 * <p>
903
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
904
 * DistortedMaster (by calling doWork())
905
 *
906
 * @param node The new Node to add.
907
 */
908
  public void attach(DistortedNode node)
909
    {
910
    mJobs.add(new Job(ATTACH,node));
911
    DistortedMaster.newSlave(this);
912
    }
913

    
914
///////////////////////////////////////////////////////////////////////////////////////////////////
915
/**
916
 * Adds a new child to the last position in the list of our Surface's children.
917
 * <p>
918
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
919
 * DistortedMaster (by calling doWork())
920
 *
921
 * @param surface InputSurface to initialize our child Node with.
922
 * @param effects DistortedEffects to initialize our child Node with.
923
 * @param mesh MeshObject to initialize our child Node with.
924
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
925
 */
926
  public DistortedNode attach(DistortedSurface surface, DistortedEffects effects, MeshObject mesh)
927
    {
928
    DistortedNode node = new DistortedNode(surface,effects,mesh);
929
    mJobs.add(new Job(ATTACH,node));
930
    DistortedMaster.newSlave(this);
931
    return node;
932
    }
933

    
934
///////////////////////////////////////////////////////////////////////////////////////////////////
935
/**
936
 * Removes the first occurrence of a specified child from the list of children of our Surface.
937
 * <p>
938
 * A bit questionable method as there can be many different Nodes attached as children, some
939
 * of them having the same Effects but - for instance - different Mesh. Use with care.
940
 * <p>
941
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
942
 * DistortedMaster (by calling doWork())
943
 *
944
 * @param effects DistortedEffects to remove.
945
 */
946
  public void detach(DistortedEffects effects)
947
    {
948
    long id = effects.getID();
949
    DistortedNode node;
950
    boolean detached = false;
951

    
952
    for(int i=0; i<mNumChildren; i++)
953
      {
954
      node = mChildren.get(i);
955

    
956
      if( node.getEffects().getID()==id )
957
        {
958
        detached = true;
959
        mJobs.add(new Job(DETACH,node));
960
        DistortedMaster.newSlave(this);
961
        break;
962
        }
963
      }
964

    
965
    if( !detached )
966
      {
967
      // if we failed to detach any, it still might be the case that
968
      // there's an ATTACH job that we need to cancel.
969
      int num = mJobs.size();
970
      Job job;
971

    
972
      for(int i=0; i<num; i++)
973
        {
974
        job = mJobs.get(i);
975

    
976
        if( job.type==ATTACH && job.node.getEffects()==effects )
977
          {
978
          mJobs.remove(i);
979
          break;
980
          }
981
        }
982
      }
983
    }
984

    
985
///////////////////////////////////////////////////////////////////////////////////////////////////
986
/**
987
 * Removes the first occurrence of a specified child from the list of children of our Surface.
988
 * <p>
989
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
990
 * DistortedMaster (by calling doWork())
991
 *
992
 * @param node The Node to remove.
993
 */
994
  public void detach(DistortedNode node)
995
    {
996
    mJobs.add(new Job(DETACH,node));
997
    DistortedMaster.newSlave(this);
998
    }
999

    
1000
///////////////////////////////////////////////////////////////////////////////////////////////////
1001
/**
1002
 * Removes all children Nodes.
1003
 * <p>
1004
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
1005
 * DistortedMaster (by calling doWork())
1006
 */
1007
  public void detachAll()
1008
    {
1009
    mJobs.add(new Job(DETALL,null));
1010
    DistortedMaster.newSlave(this);
1011
    }
1012

    
1013
///////////////////////////////////////////////////////////////////////////////////////////////////
1014
/**
1015
 * This is not really part of the public API. Has to be public only because it is a part of the
1016
 * DistortedSlave interface, which should really be a class that we extend here instead but
1017
 * Java has no multiple inheritance.
1018
 *
1019
 * @y.exclude
1020
 */
1021
  public void doWork()
1022
    {
1023
    int num = mJobs.size();
1024
    Job job;
1025

    
1026
    for(int i=0; i<num; i++)
1027
      {
1028
      job = mJobs.remove(0);
1029

    
1030
      switch(job.type)
1031
        {
1032
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1033
                     job.node.setSurfaceParent(this);
1034
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1035
                     mNumChildren++;
1036
                     break;
1037
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1038
                       {
1039
                       job.node.setSurfaceParent(null);
1040
                       mNumChildren--;
1041
                       }
1042
                     break;
1043
        case DETALL: if( mNumChildren>0 )
1044
                       {
1045
                       DistortedNode tmp;
1046

    
1047
                       for(int j=mNumChildren-1; j>=0; j--)
1048
                         {
1049
                         tmp = mChildren.remove(j);
1050
                         tmp.setSurfaceParent(null);
1051
                         }
1052

    
1053
                       mNumChildren = 0;
1054
                       }
1055
                     break;
1056
        case SORT  : mChildren.remove(job.node);
1057
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1058
                     break;
1059
        }
1060
      }
1061
    }
1062
}
(8-8/21)