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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ 51be198f

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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;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] mBuffer1, mBuffer2;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,type);
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer1 = new DistortedFramebuffer[EffectQuality.LENGTH];
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    mBuffer2 = new DistortedFramebuffer[EffectQuality.LENGTH];
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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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// 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 and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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    for(int i=0; i<num; i++)
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      {
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      child = children.get(i);
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      currP = child.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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      if( lastB!=currB && lastB!=0 )
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        {
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        numRenders += lastP.postprocess(time,this);
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        }
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      if( currB==0 )
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        {
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        numRenders += child.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer1[0]==null )
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          {
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          float mipmap=1.0f;
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          for(int j=0; j<EffectQuality.LENGTH; j++)
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            {
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            mBuffer1[j] = new DistortedFramebuffer(BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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            mBuffer2[j] = new DistortedFramebuffer(BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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            mBuffer1[j].mMipmap = mipmap;
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            mBuffer2[j].mMipmap = mipmap;
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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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          }
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        int quality = currP.getQuality();
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        numRenders += child.markStencilAndDraw(time,this,quality);
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        if( i==num-1 )
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          {
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          numRenders += currP.postprocess(time,this);
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          }
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        }
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      lastP = currP;
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      lastB = currB;
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
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    {
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    mJobs.add(new Job(t,n,d));
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
230
 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
233
 *
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
236
 */
237
  public int render(long time)
238
    {
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    // change tree topology (attach and detach children)
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/*
241
    boolean changed1 =
242
*/
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    DistortedMaster.toDo();
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/*
245
    if( changed1 )
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      {
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      for(int i=0; i<mNumChildren; i++)
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        {
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        mChildren.get(i).debug(0);
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        }
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      DistortedNode.debugMap();
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      }
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*/
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    // create and delete all underlying OpenGL resources
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    // Watch out: FIRST change topology, only then deal
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    // with OpenGL resources. That's because changing Tree
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    // can result in additional Framebuffers that would need
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    // to be created immediately, before the calls to drawRecursive()
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/*
261
    boolean changed2 =
262
*/
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    toDo();
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/*
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    if( changed2 )
266
      {
267
      DistortedObject.debugLists();
268
      }
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*/
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    // mark OpenGL state as unknown
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    DistortedRenderState.reset();
272

    
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    int numRenders=0;
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    for(int i=0; i<mNumChildren; i++)
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      {
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      numRenders += mChildren.get(i).renderRecursive(time);
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      }
279

    
280
    setAsOutput(time);
281
    numRenders += renderChildren(time,mNumChildren,mChildren);
282

    
283
    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
287
/**
288
 * Bind this Surface as a Framebuffer we can render to.
289
 *
290
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
291
 *             out if this is the first time during present frame that this FBO is being set as output.
292
 *             If so, the library, in addition to binding the Surface for output, also clears the
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 *             Surface's color and depth attachments.
294
 */
295
  public void setAsOutput(long time)
296
    {
297
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
298

    
299
    if( mTime!=time )
300
      {
301
      mTime = time;
302
      DistortedRenderState.colorDepthStencilOn();
303
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
304
      GLES30.glClearDepthf(mClearDepth);
305
      GLES30.glClearStencil(mClearStencil);
306
      GLES30.glClear(mClear);
307
      }
308
    }
309

    
310
///////////////////////////////////////////////////////////////////////////////////////////////////
311
/**
312
 * Set mipmap level.
313
 * <p>
314
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
315
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
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 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
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 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
318
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
319
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
320
 * <p>
321
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
322
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
323
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
324
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
325
 *
326
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
327
 *               does not make any sense (that would result in loss of speed and no gain in quality)
328
 */
329
  public void setMipmap(float mipmap)
330
    {
331
    mMipmap = mipmap;
332
    }
333

    
334
///////////////////////////////////////////////////////////////////////////////////////////////////
335
/**
336
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
337
 * this Surface at the beginning of each frame.
338
 *
339
 * @param r the Red component. Default: 0.0f
340
 * @param g the Green component. Default: 0.0f
341
 * @param b the Blue component. Default: 0.0f
342
 * @param a the Alpha component. Default: 0.0f
343
 */
344
  public void glClearColor(float r, float g, float b, float a)
345
    {
346
    mClearR = r;
347
    mClearG = g;
348
    mClearB = b;
349
    mClearA = a;
350
    }
351

    
352
///////////////////////////////////////////////////////////////////////////////////////////////////
353
/**
354
 * Uses glClearDepthf() to set up a value with which to clear
355
 * the Depth buffer of our Surface at the beginning of each frame.
356
 *
357
 * @param d the Depth. Default: 1.0f
358
 */
359
  public void glClearDepthf(float d)
360
    {
361
    mClearDepth = d;
362
    }
363

    
364
///////////////////////////////////////////////////////////////////////////////////////////////////
365
/**
366
 * Uses glClearStencil() to set up a value with which to clear the
367
 * Stencil buffer of our Surface at the beginning of each frame.
368
 *
369
 * @param s the Stencil. Default: 0
370
 */
371
  public void glClearStencil(int s)
372
    {
373
    mClearStencil = s;
374
    }
375

    
376
///////////////////////////////////////////////////////////////////////////////////////////////////
377
/**
378
 * Which buffers to Clear at the beginning of each frame?
379
 * <p>
380
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
381
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
382
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
383
 *
384
 * @param mask bitwise OR of BUFFER_BITs to clear.
385
 */
386
  public void glClear(int mask)
387
    {
388
    mClear = mask;
389
    }
390

    
391
///////////////////////////////////////////////////////////////////////////////////////////////////
392
/**
393
 * Create new Projection matrix.
394
 *
395
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
396
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
397
 * @param near Distance between the screen plane and the near plane.
398
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
399
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
400
 */
401
  public void setProjection(float fov, float near)
402
    {
403
    if( fov < 180.0f && fov >=0.0f )
404
      {
405
      mFOV = fov;
406
      }
407

    
408
    if( near<   1.0f && near> 0.0f )
409
      {
410
      mNear= near;
411
      }
412
    else if( near<=0.0f )
413
      {
414
      mNear = 0.01f;
415
      }
416
    else if( near>=1.0f )
417
      {
418
      mNear=0.99f;
419
      }
420

    
421
    createProjection();
422
    }
423

    
424
///////////////////////////////////////////////////////////////////////////////////////////////////
425
/**
426
 * Resize the underlying Framebuffer.
427
 * <p>
428
 * This method can be safely called mid-render as it doesn't interfere with rendering.
429
 *
430
 * @param width The new width.
431
 * @param height The new height.
432
 */
433
  public void resize(int width, int height)
434
    {
435
    if( mWidth!=width || mHeight!=height )
436
      {
437
      mWidth = width;
438
      mHeight= height;
439

    
440
      createProjection();
441

    
442
      if( mColorCreated==CREATED )
443
        {
444
        markForCreation();
445
        recreate();
446
        }
447
      }
448
    }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451
/**
452
 * Return true if the Surface contains a DEPTH attachment.
453
 *
454
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
455
 */
456
  public boolean hasDepth()
457
    {
458
    return mDepthStencilCreated==CREATED;
459
    }
460

    
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462
/**
463
 * Return true if the Surface contains a STENCIL attachment.
464
 *
465
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
466
 */
467
  public boolean hasStencil()
468
    {
469
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
470
    }
471

    
472
///////////////////////////////////////////////////////////////////////////////////////////////////
473
/**
474
 * Adds a new child to the last position in the list of our Surface's children.
475
 * <p>
476
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
477
 * DistortedMaster (by calling doWork())
478
 *
479
 * @param node The new Node to add.
480
 */
481
  public void attach(DistortedNode node)
482
    {
483
    mJobs.add(new Job(ATTACH,node,null));
484
    DistortedMaster.newSlave(this);
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488
/**
489
 * Adds a new child to the last position in the list of our Surface's children.
490
 * <p>
491
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
492
 * DistortedMaster (by calling doWork())
493
 *
494
 * @param surface InputSurface to initialize our child Node with.
495
 * @param effects DistortedEffects to initialize our child Node with.
496
 * @param mesh MeshObject to initialize our child Node with.
497
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
498
 */
499
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
500
    {
501
    DistortedNode node = new DistortedNode(surface,effects,mesh);
502
    mJobs.add(new Job(ATTACH,node,null));
503
    DistortedMaster.newSlave(this);
504
    return node;
505
    }
506

    
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508
/**
509
 * Removes the first occurrence of a specified child from the list of children of our Surface.
510
 * <p>
511
 * A bit questionable method as there can be many different Nodes attached as children, some
512
 * of them having the same Effects but - for instance - different Mesh. Use with care.
513
 * <p>
514
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
515
 * DistortedMaster (by calling doWork())
516
 *
517
 * @param effects DistortedEffects to remove.
518
 */
519
  public void detach(DistortedEffects effects)
520
    {
521
    long id = effects.getID();
522
    DistortedNode node;
523
    boolean detached = false;
524

    
525
    for(int i=0; i<mNumChildren; i++)
526
      {
527
      node = mChildren.get(i);
528

    
529
      if( node.getEffects().getID()==id )
530
        {
531
        detached = true;
532
        mJobs.add(new Job(DETACH,node,null));
533
        DistortedMaster.newSlave(this);
534
        break;
535
        }
536
      }
537

    
538
    if( !detached )
539
      {
540
      // if we failed to detach any, it still might be the case that
541
      // there's an ATTACH job that we need to cancel.
542
      int num = mJobs.size();
543
      Job job;
544

    
545
      for(int i=0; i<num; i++)
546
        {
547
        job = mJobs.get(i);
548

    
549
        if( job.type==ATTACH && job.node.getEffects()==effects )
550
          {
551
          mJobs.remove(i);
552
          break;
553
          }
554
        }
555
      }
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Removes the first occurrence of a specified child from the list of children of our Surface.
561
 * <p>
562
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
563
 * DistortedMaster (by calling doWork())
564
 *
565
 * @param node The Node to remove.
566
 */
567
  public void detach(DistortedNode node)
568
    {
569
    mJobs.add(new Job(DETACH,node,null));
570
    DistortedMaster.newSlave(this);
571
    }
572

    
573
///////////////////////////////////////////////////////////////////////////////////////////////////
574
/**
575
 * Removes all children Nodes.
576
 * <p>
577
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
578
 * DistortedMaster (by calling doWork())
579
 */
580
  public void detachAll()
581
    {
582
    mJobs.add(new Job(DETALL,null,null));
583
    DistortedMaster.newSlave(this);
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588
 * This is not really part of the public API. Has to be public only because it is a part of the
589
 * DistortedSlave interface, which should really be a class that we extend here instead but
590
 * Java has no multiple inheritance.
591
 *
592
 * @y.exclude
593
 */
594
  public void doWork()
595
    {
596
    int num = mJobs.size();
597
    Job job;
598

    
599
    for(int i=0; i<num; i++)
600
      {
601
      job = mJobs.remove(0);
602

    
603
      switch(job.type)
604
        {
605
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
606
                     job.node.setSurfaceParent(this);
607
                     DistortedMaster.addSorted(mChildren,job.node);
608
                     mNumChildren++;
609
                     break;
610
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
611
                       {
612
                       job.node.setSurfaceParent(null);
613
                       mNumChildren--;
614
                       }
615
                     break;
616
        case DETALL: if( mNumChildren>0 )
617
                       {
618
                       DistortedNode tmp;
619

    
620
                       for(int j=mNumChildren-1; j>=0; j--)
621
                         {
622
                         tmp = mChildren.remove(j);
623
                         tmp.setSurfaceParent(null);
624
                         }
625

    
626
                       mNumChildren = 0;
627
                       }
628
                     break;
629
        case SORT  : job.node.setPost(job.dep);
630
                     mChildren.remove(job.node);
631
                     DistortedMaster.addSorted(mChildren,job.node);
632
                     break;
633
        }
634
      }
635
    }
636
}
(9-9/26)