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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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surface.createProjection();
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int maxw = surface.mWidth > surface.mRealWidth ? surface.mWidth : surface.mRealWidth;
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int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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{
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surface.mRealWidth = maxw;
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surface.mRealHeight = maxh;
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surface.recreate();
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surface.create();
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
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{
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GLES31.glViewport(0, 0, mWidth, mHeight);
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setAsOutput(currTime);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[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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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
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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(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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buffer.setAsOutput();
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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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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void oitClear(DistortedOutputSurface buffer)
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{
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int counter = DistortedEffects.zeroOutAtomic();
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DistortedEffects.oitClear(buffer,counter);
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GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
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{
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GLES31.glViewport(0, 0, mWidth, mHeight);
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setAsOutput(time);
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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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DistortedRenderState.colorDepthStencilOn();
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DistortedRenderState.enableDepthTest();
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DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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DistortedRenderState.colorDepthStencilRestore();
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DistortedRenderState.restoreDepthTest();
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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private int oitRender(long currTime, int fbo)
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{
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float corrW = getWidthCorrection();
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float corrH = getHeightCorrection();
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// Do the Collapse Pass only if we do have a Depth attachment.
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// Otherwise there's no point (in fact we then would create a feedback loop!)
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if( mDepthStencilH[fbo] != 0 )
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{
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
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DistortedRenderState.switchOffColorDepthStencil();
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DistortedEffects.oitCollapse(this, corrW, corrH);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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}
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setAsOutput(currTime);
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DistortedRenderState.switchColorDepthOnStencilOff();
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DistortedEffects.oitRender(this, corrW, corrH);
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DistortedRenderState.restoreColorDepthStencil();
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void clear()
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{
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DistortedRenderState.colorDepthStencilOn();
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GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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GLES31.glClearDepthf(mClearDepth);
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GLES31.glClearStencil(mClearStencil);
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GLES31.glClear(mClear);
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DistortedRenderState.colorDepthStencilRestore();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setCurrFBO(int fbo)
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{
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mCurrFBO = fbo;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
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int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
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{
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int quality=0, numRenders=0, bucketChange=0;
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DistortedNode child;
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EffectQueuePostprocess lastQueue=null, currQueue;
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long lastBucket=0, currBucket;
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boolean renderDirectly=false;
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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<mipmap<infinity, although mipmap>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 < initialSize < 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
|
}
|