Project

General

Profile

Download (31.4 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 586b5fa1

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.main;
21

    
22
import android.opengl.GLES31;
23
import android.opengl.Matrix;
24

    
25
import org.distorted.library.effect.EffectQuality;
26

    
27
import java.util.ArrayList;
28

    
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30
/**
31
 * This is not really part of the public API.
32
 *
33
 * @y.exclude
34
 */
35
public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
36
{
37
/**
38
 * Do not create DEPTH or STENCIL attachment
39
 */
40
  public static final int NO_DEPTH_NO_STENCIL = 0;
41
/**
42
 * Create DEPTH, but not STENCIL
43
 */
44
  public static final int DEPTH_NO_STENCIL    = 1;
45
/**
46
 * Create both DEPTH and STENCIL
47
 */
48
  public static final int BOTH_DEPTH_STENCIL  = 2;
49

    
50
  private static final int ATTACH = 0;
51
  private static final int DETACH = 1;
52
  private static final int DETALL = 2;
53
  private static final int SORT   = 3;
54

    
55
  private ArrayList<DistortedNode> mChildren;
56
  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
57

    
58
  private class Job
59
    {
60
    int type;
61
    DistortedNode node;
62

    
63
    Job(int t, DistortedNode n)
64
      {
65
      type = t;
66
      node = n;
67
      }
68
    }
69

    
70
  private ArrayList<Job> mJobs = new ArrayList<>();
71

    
72
  // Global buffers used for postprocessing.
73
  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
74

    
75
  private float mFOV;
76
  float mDistance, mNear;
77
  float[] mProjectionMatrix;
78

    
79
  int mDepthStencilCreated;
80
  int mDepthStencil;
81
  int[] mDepthStencilH;
82
  int[] mFBOH;
83
  private long[] mTime;
84

    
85
  private float mClearR, mClearG, mClearB, mClearA;
86
  private float mClearDepth;
87
  private int mClearStencil;
88
  private int mClear;
89
  float mMipmap;
90

    
91
  int mRealWidth;   // the Surface can be backed up with a texture that is
92
  int mRealHeight;  // larger than the viewport we have to it.
93
                    // mWidth,mHeight are the sizes of the Viewport, those -
94
                    // sizes of the backing up texture.
95

    
96
///////////////////////////////////////////////////////////////////////////////////////////////////
97

    
98
  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
99
    {
100
    super(width,height,createColor,numfbos,numcolors,type);
101

    
102
    mDepthStencilH = new int[numfbos];
103
    mFBOH          = new int[numfbos];
104

    
105
    mTime = new long[numfbos];
106
    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
107

    
108
    mRealWidth = width;
109
    mRealHeight= height;
110

    
111
    mProjectionMatrix = new float[16];
112

    
113
    mFOV = 60.0f;
114
    mNear=  0.5f;
115

    
116
    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
117
    mDepthStencil = depthStencil;
118

    
119
    mFBOH[0]         = fbo;
120
    mDepthStencilH[0]= 0;
121

    
122
    mClearR = 0.0f;
123
    mClearG = 0.0f;
124
    mClearB = 0.0f;
125
    mClearA = 0.0f;
126

    
127
    mClearDepth = 1.0f;
128
    mClearStencil = 0;
129
    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
130

    
131
    mMipmap = 1.0f;
132

    
133
    createProjection();
134
    }
135

    
136
///////////////////////////////////////////////////////////////////////////////////////////////////
137

    
138
  private void createProjection()
139
    {
140
    if( mWidth>0 && mHeight>1 )
141
      {
142
      if( mFOV>0.0f )  // perspective projection
143
        {
144
        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
145
        float q = mWidth*mNear;
146
        float c = mHeight*mNear;
147

    
148
        float left   = -q/2;
149
        float right  = +q/2;
150
        float bottom = -c/2;
151
        float top    = +c/2;
152
        float near   =  c/a;
153

    
154
        mDistance    = mHeight/a;
155
        float far    = 2*mDistance-near;
156

    
157
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
158
        }
159
      else             // parallel projection
160
        {
161
        float left   = -mWidth/2.0f;
162
        float right  = +mWidth/2.0f;
163
        float bottom = -mHeight/2.0f;
164
        float top    = +mHeight/2.0f;
165
        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
166
        mDistance    = mWidth+mHeight;
167
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
168

    
169
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
170
        }
171
      }
172
    }
173

    
174
///////////////////////////////////////////////////////////////////////////////////////////////////
175

    
176
  private static void createPostprocessingBuffers(int width, int height, float near)
177
    {
178
    float mipmap=1.0f;
179

    
180
    for (int j=0; j<EffectQuality.LENGTH; j++)
181
      {
182
      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
183
      mBuffer[j].mMipmap = mipmap;
184
      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
185
      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
186

    
187
      mipmap *= EffectQuality.MULTIPLIER;
188
      }
189

    
190
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
191

    
192
    GLES31.glStencilMask(0xff);
193
    GLES31.glDepthMask(true);
194
    GLES31.glColorMask(true, true, true, true);
195
    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
196
    GLES31.glClearDepthf(1.0f);
197
    GLES31.glClearStencil(0);
198

    
199
    for (int j=0; j<EffectQuality.LENGTH; j++)
200
      {
201
      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
202
        {
203
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
204
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
205
        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
206
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
207
        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
208
        }
209
      }
210

    
211
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
212
    }
213

    
214
///////////////////////////////////////////////////////////////////////////////////////////////////
215

    
216
  static synchronized void onDestroy()
217
    {
218
    for(int j=0; j<EffectQuality.LENGTH; j++)
219
      {
220
      mBuffer[j] = null;
221
      }
222
    }
223

    
224
///////////////////////////////////////////////////////////////////////////////////////////////////
225
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
226
// set of them) so before we use them for output, we need to adjust the Viewport as if they were
227
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
228
// adjust the texture coords - see the get{Width|Height}Correction functions.
229

    
230
  private static void clonePostprocessingViewport(DistortedOutputSurface from)
231
    {
232
    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
233
      {
234
      DistortedOutputSurface surface;
235

    
236
      for(int i=0; i<EffectQuality.LENGTH; i++)
237
        {
238
        surface = mBuffer[i];
239

    
240
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
241
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
242

    
243
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
244

    
245
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
246

    
247
        surface.createProjection();
248

    
249
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
250
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
251

    
252
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
253
          {
254
          surface.mRealWidth = maxw;
255
          surface.mRealHeight = maxh;
256

    
257
          surface.recreate();
258
          surface.create();
259
          }
260
        }
261
      }
262
    }
263

    
264
///////////////////////////////////////////////////////////////////////////////////////////////////
265

    
266
  private static void oitClear(DistortedOutputSurface buffer)
267
    {
268
    DistortedEffects.zeroOutAtomic();
269
    DistortedEffects.oitClear(buffer);
270
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
271
    }
272

    
273
///////////////////////////////////////////////////////////////////////////////////////////////////
274

    
275
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
276
    {
277
    GLES31.glViewport(0, 0, mWidth, mHeight);
278
    setAsOutputFBO(time,fbo);
279
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
280
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
281
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
282
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
283

    
284
    DistortedRenderState.colorDepthStencilOn();
285
    DistortedRenderState.enableDepthTest();
286

    
287
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
288
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
289
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
290
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
291
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
292

    
293
    DistortedRenderState.colorDepthStencilRestore();
294
    DistortedRenderState.restoreDepthTest();
295

    
296
    return 1;
297
    }
298

    
299
///////////////////////////////////////////////////////////////////////////////////////////////////
300
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
301

    
302
  private int oitRender(long currTime)
303
    {
304
    float corrW = getWidthCorrection();
305
    float corrH = getHeightCorrection();
306

    
307
    // Do the Collapse Pass only if we do have a Depth attachment.
308
    // Otherwise there's no point (in fact we then would create a feedback loop!)
309

    
310
    if( mDepthStencilH[0] != 0 )
311
      {
312
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
313
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
314
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
315
      DistortedRenderState.switchOffColorDepthStencil();
316
      DistortedEffects.oitCollapse(this, corrW, corrH);
317
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
318
      }
319

    
320
    setAsOutput(currTime);
321
    DistortedRenderState.switchColorDepthOnStencilOff();
322
    DistortedEffects.oitRender(this, corrW, corrH);
323
    DistortedRenderState.restoreColorDepthStencil();
324

    
325
    return 1;
326
    }
327

    
328
///////////////////////////////////////////////////////////////////////////////////////////////////
329

    
330
  private static void clearBuffer(DistortedOutputSurface buffer, int fbo)
331
    {
332
    GLES31.glStencilMask(0xff);
333
    GLES31.glDepthMask(true);
334
    GLES31.glColorMask(true,true,true,true);
335
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
336
    GLES31.glClearDepthf(1.0f);
337
    GLES31.glClearStencil(0);
338

    
339
    buffer.setAsOutputFBO(fbo);
340
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
341
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
342
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
343
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
344

    
345
    for(int i=buffer.mNumColors-2; i>=0; i--)
346
      {
347
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
348
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
349
      }
350
    }
351

    
352
///////////////////////////////////////////////////////////////////////////////////////////////////
353

    
354
  void clear()
355
    {
356
    DistortedRenderState.colorDepthStencilOn();
357
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
358
    GLES31.glClearDepthf(mClearDepth);
359
    GLES31.glClearStencil(mClearStencil);
360
    GLES31.glClear(mClear);
361
    DistortedRenderState.colorDepthStencilRestore();
362
    }
363

    
364
///////////////////////////////////////////////////////////////////////////////////////////////////
365
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
366
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
367
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
368

    
369
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
370
    {
371
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
372
    DistortedNode child1, child2;
373
    EffectQueuePostprocess lastQueue=null, currQueue;
374
    long lastBucket=0, currBucket;
375

    
376
    for(int i=0; i<numChildren; i++)
377
      {
378
      child1 = children.get(i);
379
      currQueue = child1.getPostprocessQueue();
380
      currBucket= currQueue.getID();
381

    
382
      if( currBucket==0 )
383
        {
384
        setAsOutputFBO(time,fbo);
385
        numRenders += child1.draw(time,this);
386
        }
387
      else
388
        {
389
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
390

    
391
        if( lastBucket!=currBucket )
392
          {
393
          if( lastBucket==0 )
394
            {
395
            clonePostprocessingViewport(this);
396
            oitClear(this);
397
            }
398
          else
399
            {
400
            for(int j=bucketChange; j<i; j++)
401
              {
402
              child2 = children.get(j);
403
              mBuffer[internalQuality].setAsOutputFBO(fbo);
404
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
405
              }
406

    
407
            numRenders += lastQueue.postprocess(mBuffer,fbo);
408
            numRenders += oitBuild(time,mBuffer[quality],fbo);
409
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
410
            clearBuffer(mBuffer[quality],fbo);
411
            }
412

    
413
          internalQuality = currQueue.getInternalQuality();
414
          quality         = currQueue.getQuality();
415
          bucketChange    = i;
416
          }
417

    
418
        mBuffer[quality].setAsOutputFBO(time,fbo);
419
        child1.drawNoBlend(time,mBuffer[quality]);
420

    
421
        if( i==numChildren-1 )
422
          {
423
          for(int j=bucketChange; j<numChildren; j++)
424
            {
425
            child2 = children.get(j);
426
            mBuffer[internalQuality].setAsOutputFBO(fbo);
427
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
428
            }
429

    
430
          numRenders += currQueue.postprocess(mBuffer,fbo);
431
          numRenders += oitBuild(time,mBuffer[quality],fbo);
432
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
433
          numRenders += oitRender(time);  // merge the OIT linked list
434
          clearBuffer(mBuffer[quality],fbo);
435
          }
436
        } // end else (postprocessed child)
437

    
438
      lastQueue = currQueue;
439
      lastBucket= currBucket;
440
      } // end main for loop
441

    
442
    return numRenders;
443
    }
444

    
445
///////////////////////////////////////////////////////////////////////////////////////////////////
446

    
447
  ArrayList<DistortedNode> getChildren()
448
    {
449
    return mChildren;
450
    }
451

    
452
///////////////////////////////////////////////////////////////////////////////////////////////////
453
/**
454
 * Not part of the Public API.
455
 *
456
 * @y.exclude
457
 */
458
  public float getWidthCorrection()
459
    {
460
    return (float)mWidth/mRealWidth;
461
    }
462

    
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * Not part of the Public API.
466
 *
467
 * @y.exclude
468
 */
469
  public float getHeightCorrection()
470
    {
471
    return (float)mHeight/mRealHeight;
472
    }
473

    
474
///////////////////////////////////////////////////////////////////////////////////////////////////
475

    
476
  private void setAsOutputFBO(long time, int fbo)
477
    {
478
    if( fbo>=0 && fbo<mNumFBOs )
479
      {
480
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
481

    
482
      if (mTime[fbo] != time)
483
        {
484
        mTime[fbo] = time;
485
        clear();
486
        }
487
      }
488
    else
489
      {
490
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
491
      }
492
    }
493

    
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495
/**
496
 * Not part of the Public API.
497
 *
498
 * @y.exclude
499
 */
500
  public void setAsOutputFBO(int fbo)
501
    {
502
    if( fbo>=0 && fbo<mNumFBOs )
503
      {
504
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
505
      }
506
    else
507
      {
508
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
509
      }
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
// PUBLIC API
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515
/**
516
 * Draws all the attached children to this OutputSurface's 0th FBO.
517
 * <p>
518
 * Must be called from a thread holding OpenGL Context.
519
 *
520
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
521
 * @return Number of objects rendered.
522
 */
523
  public int render(long time)
524
    {
525
    return render(time,0);
526
    }
527

    
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
/**
530
 * Draws all the attached children to this OutputSurface.
531
 * <p>
532
 * Must be called from a thread holding OpenGL Context.
533
 *
534
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
535
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
536
 * @return Number of objects rendered.
537
 */
538
  public int render(long time, int fbo)
539
    {
540
    // change tree topology (attach and detach children)
541
/*
542
    boolean changed1 =
543
*/
544
    DistortedMaster.toDo();
545
/*
546
    if( changed1 )
547
      {
548
      for(int i=0; i<mNumChildren; i++)
549
        {
550
        mChildren.get(i).debug(0);
551
        }
552

    
553
      DistortedNode.debugMap();
554
      }
555
*/
556
    // create and delete all underlying OpenGL resources
557
    // Watch out: FIRST change topology, only then deal
558
    // with OpenGL resources. That's because changing Tree
559
    // can result in additional Framebuffers that would need
560
    // to be created immediately, before the calls to drawRecursive()
561
/*
562
    boolean changed2 =
563
*/
564
    toDo();
565
/*
566
    if( changed2 )
567
      {
568
      DistortedObject.debugLists();
569
      }
570
*/
571
    // mark OpenGL state as unknown
572
    DistortedRenderState.reset();
573

    
574
    int numRenders=0;
575

    
576
    for(int i=0; i<mNumChildren; i++)
577
      {
578
      numRenders += mChildren.get(i).renderRecursive(time);
579
      }
580

    
581
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
582

    
583
    return numRenders;
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588
 * Bind this Surface as a Framebuffer we can render to.
589
 *
590
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
591
 *             out if this is the first time during present frame that this FBO is being set as output.
592
 *             If so, the library, in addition to binding the Surface for output, also clears the
593
 *             Surface's color and depth attachments.
594
 */
595
  public void setAsOutput(long time)
596
    {
597
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
598

    
599
    if( mTime[0]!=time )
600
      {
601
      mTime[0] = time;
602
      clear();
603
      }
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * Bind this Surface as a Framebuffer we can render to.
609
 * <p>
610
 * This version does not attempt to clear anything.
611
 */
612

    
613
  public void setAsOutput()
614
    {
615
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
616
    }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Return the Near plane of the Projection included in the Surface.
621
 *
622
 * @return the Near plane.
623
 */
624
  public float getNear()
625
    {
626
    return mNear;
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Set mipmap level.
632
 * <p>
633
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
634
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
635
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
636
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
637
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
638
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
639
 * <p>
640
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
641
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
642
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
643
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
644
 *
645
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
646
 *               does not make any sense (that would result in loss of speed and no gain in quality)
647
 */
648
  public void setMipmap(float mipmap)
649
    {
650
    mMipmap = mipmap;
651
    }
652

    
653
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
656
 * this Surface at the beginning of each frame.
657
 *
658
 * @param r the Red component. Default: 0.0f
659
 * @param g the Green component. Default: 0.0f
660
 * @param b the Blue component. Default: 0.0f
661
 * @param a the Alpha component. Default: 0.0f
662
 */
663
  public void glClearColor(float r, float g, float b, float a)
664
    {
665
    mClearR = r;
666
    mClearG = g;
667
    mClearB = b;
668
    mClearA = a;
669
    }
670

    
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672
/**
673
 * Uses glClearDepthf() to set up a value with which to clear
674
 * the Depth buffer of our Surface at the beginning of each frame.
675
 *
676
 * @param d the Depth. Default: 1.0f
677
 */
678
  public void glClearDepthf(float d)
679
    {
680
    mClearDepth = d;
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Uses glClearStencil() to set up a value with which to clear the
686
 * Stencil buffer of our Surface at the beginning of each frame.
687
 *
688
 * @param s the Stencil. Default: 0
689
 */
690
  public void glClearStencil(int s)
691
    {
692
    mClearStencil = s;
693
    }
694

    
695
///////////////////////////////////////////////////////////////////////////////////////////////////
696
/**
697
 * Which buffers to Clear at the beginning of each frame?
698
 * <p>
699
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
700
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
701
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
702
 *
703
 * @param mask bitwise OR of BUFFER_BITs to clear.
704
 */
705
  public void glClear(int mask)
706
    {
707
    mClear = mask;
708
    }
709

    
710
///////////////////////////////////////////////////////////////////////////////////////////////////
711
/**
712
 * Create new Projection matrix.
713
 *
714
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
715
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
716
 * @param near Distance between the screen plane and the near plane.
717
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
718
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
719
 */
720
  public void setProjection(float fov, float near)
721
    {
722
    if( fov < 180.0f && fov >=0.0f )
723
      {
724
      mFOV = fov;
725
      }
726

    
727
    if( near<   1.0f && near> 0.0f )
728
      {
729
      mNear= near;
730
      }
731
    else if( near<=0.0f )
732
      {
733
      mNear = 0.01f;
734
      }
735
    else if( near>=1.0f )
736
      {
737
      mNear=0.99f;
738
      }
739

    
740
    createProjection();
741
    }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Resize the underlying Framebuffer.
746
 * <p>
747
 * This method can be safely called mid-render as it doesn't interfere with rendering.
748
 *
749
 * @param width The new width.
750
 * @param height The new height.
751
 */
752
  public void resize(int width, int height)
753
    {
754
    if( mWidth!=width || mHeight!=height )
755
      {
756
      mWidth = mRealWidth = width;
757
      mHeight= mRealHeight= height;
758

    
759
      createProjection();
760

    
761
      if( mColorCreated==CREATED )
762
        {
763
        markForCreation();
764
        recreate();
765
        }
766
      }
767
    }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Return true if the Surface contains a DEPTH attachment.
772
 *
773
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
774
 */
775
  public boolean hasDepth()
776
    {
777
    return mDepthStencilCreated==CREATED;
778
    }
779

    
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782
 * Return true if the Surface contains a STENCIL attachment.
783
 *
784
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
785
 */
786
  public boolean hasStencil()
787
    {
788
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
789
    }
790

    
791
///////////////////////////////////////////////////////////////////////////////////////////////////
792
/**
793
 * Adds a new child to the last position in the list of our Surface's children.
794
 * <p>
795
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
796
 * DistortedMaster (by calling doWork())
797
 *
798
 * @param node The new Node to add.
799
 */
800
  public void attach(DistortedNode node)
801
    {
802
    mJobs.add(new Job(ATTACH,node));
803
    DistortedMaster.newSlave(this);
804
    }
805

    
806
///////////////////////////////////////////////////////////////////////////////////////////////////
807
/**
808
 * Adds a new child to the last position in the list of our Surface's children.
809
 * <p>
810
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
811
 * DistortedMaster (by calling doWork())
812
 *
813
 * @param surface InputSurface to initialize our child Node with.
814
 * @param effects DistortedEffects to initialize our child Node with.
815
 * @param mesh MeshObject to initialize our child Node with.
816
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
817
 */
818
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
819
    {
820
    DistortedNode node = new DistortedNode(surface,effects,mesh);
821
    mJobs.add(new Job(ATTACH,node));
822
    DistortedMaster.newSlave(this);
823
    return node;
824
    }
825

    
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * Removes the first occurrence of a specified child from the list of children of our Surface.
829
 * <p>
830
 * A bit questionable method as there can be many different Nodes attached as children, some
831
 * of them having the same Effects but - for instance - different Mesh. Use with care.
832
 * <p>
833
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
834
 * DistortedMaster (by calling doWork())
835
 *
836
 * @param effects DistortedEffects to remove.
837
 */
838
  public void detach(DistortedEffects effects)
839
    {
840
    long id = effects.getID();
841
    DistortedNode node;
842
    boolean detached = false;
843

    
844
    for(int i=0; i<mNumChildren; i++)
845
      {
846
      node = mChildren.get(i);
847

    
848
      if( node.getEffects().getID()==id )
849
        {
850
        detached = true;
851
        mJobs.add(new Job(DETACH,node));
852
        DistortedMaster.newSlave(this);
853
        break;
854
        }
855
      }
856

    
857
    if( !detached )
858
      {
859
      // if we failed to detach any, it still might be the case that
860
      // there's an ATTACH job that we need to cancel.
861
      int num = mJobs.size();
862
      Job job;
863

    
864
      for(int i=0; i<num; i++)
865
        {
866
        job = mJobs.get(i);
867

    
868
        if( job.type==ATTACH && job.node.getEffects()==effects )
869
          {
870
          mJobs.remove(i);
871
          break;
872
          }
873
        }
874
      }
875
    }
876

    
877
///////////////////////////////////////////////////////////////////////////////////////////////////
878
/**
879
 * Removes the first occurrence of a specified child from the list of children of our Surface.
880
 * <p>
881
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
882
 * DistortedMaster (by calling doWork())
883
 *
884
 * @param node The Node to remove.
885
 */
886
  public void detach(DistortedNode node)
887
    {
888
    mJobs.add(new Job(DETACH,node));
889
    DistortedMaster.newSlave(this);
890
    }
891

    
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
/**
894
 * Removes all children Nodes.
895
 * <p>
896
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
897
 * DistortedMaster (by calling doWork())
898
 */
899
  public void detachAll()
900
    {
901
    mJobs.add(new Job(DETALL,null));
902
    DistortedMaster.newSlave(this);
903
    }
904

    
905
///////////////////////////////////////////////////////////////////////////////////////////////////
906
/**
907
 * This is not really part of the public API. Has to be public only because it is a part of the
908
 * DistortedSlave interface, which should really be a class that we extend here instead but
909
 * Java has no multiple inheritance.
910
 *
911
 * @y.exclude
912
 */
913
  public void doWork()
914
    {
915
    int num = mJobs.size();
916
    Job job;
917

    
918
    for(int i=0; i<num; i++)
919
      {
920
      job = mJobs.remove(0);
921

    
922
      switch(job.type)
923
        {
924
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
925
                     job.node.setSurfaceParent(this);
926
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
927
                     mNumChildren++;
928
                     break;
929
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
930
                       {
931
                       job.node.setSurfaceParent(null);
932
                       mNumChildren--;
933
                       }
934
                     break;
935
        case DETALL: if( mNumChildren>0 )
936
                       {
937
                       DistortedNode tmp;
938

    
939
                       for(int j=mNumChildren-1; j>=0; j--)
940
                         {
941
                         tmp = mChildren.remove(j);
942
                         tmp.setSurfaceParent(null);
943
                         }
944

    
945
                       mNumChildren = 0;
946
                       }
947
                     break;
948
        case SORT  : mChildren.remove(job.node);
949
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
950
                     break;
951
        }
952
      }
953
    }
954
}
(8-8/21)