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library / src / main / java / org / distorted / library / DistortedNode.java @ 5c83f4b4

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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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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 * <p>
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 * Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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 * That recursively renders the set held in the Node and all its children.
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 * <p>
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 * The class takes special care to only render identical sub-trees once. Each Node holds a reference
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 * to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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 * will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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 */
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public class DistortedNode implements DistortedSlave
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  {
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int[] mNumChildren;  // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    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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  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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  private static long mNextNodeID =0;
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  private DistortedNode mParent;
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  private DistortedOutputSurface mSurfaceParent;
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  private MeshObject mMesh;
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  private DistortedEffects mEffects;
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  private DistortedEffectsPostprocess mPostprocess;
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  private DistortedInputSurface mSurface;
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  private DistortedRenderState mState;
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  private NodeData mData;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private class NodeData
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    {
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    long ID;
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    int numPointingNodes;
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    long currTime;
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    ArrayList<Long> key;
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    DistortedFramebuffer mFBO;
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    NodeData(long id, ArrayList<Long> k)
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      {
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      ID              = id;
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      key             = k;
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      numPointingNodes= 1;
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      currTime        =-1;
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      mFBO            = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    NodeData data;
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    for (HashMap.Entry<ArrayList<Long>,NodeData> entry : mMapNodeID.entrySet())
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      {
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      data = entry.getValue();
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      if( data.mFBO != null )
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        {
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        data.mFBO.markForDeletion();
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        data.mFBO = null;
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    mNextNodeID = 0;
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    mMapNodeID.clear();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private ArrayList<Long> generateIDList()
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    {
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    ArrayList<Long> ret = new ArrayList<>();
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    if( mNumChildren[0]==0 )
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      {
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      // add a negative number so this leaf never gets confused with a internal node
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      // with a single child that happens to have ID identical to some leaf's Effects ID.
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      ret.add(-mEffects.getID());
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      }
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    else
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      {
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      DistortedNode node;
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      for(int i=0; i<mNumChildren[0]; i++)
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        {
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        node = mChildren.get(i);
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        ret.add(node.mData.ID);
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        }
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      // A bit questionable decision here - we are sorting the children IDs, which means
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      // that order in which we draw the children is going to be undefined (well, this is not
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      // strictly speaking true - when rendering, if no postprocessing and isomorphism are
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      // involved, we *DO* render the children in order they were added; if however there
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      // are two internal nodes with the same list of identical children, just added in a
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      // different order each time, then we consider them isomorphic, i.e. identical and only
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      // render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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      // exactly the same Z-height this might result in some unexpected sights).
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      //
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      // Reason: with the children being sorted by postprocessing buckets, the order is
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      // undefined anyway (although only when postprocessing is applied).
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      //
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      // See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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      // different order. You will see the number of renders go back to the original 14.
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      Collections.sort(ret);
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      }
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    ret.add( 0, mSurface.getID() );
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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  @SuppressWarnings("unused")
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  void debug(int depth)
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    {
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    String tmp="";
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    int i;
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    for(i=0; i<depth; i++) tmp +="   ";
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    tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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            mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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            " parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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    android.util.Log.e("NODE", tmp);
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    for(i=0; i<mNumChildren[0]; i++)
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      mChildren.get(i).debug(depth+1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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  @SuppressWarnings("unused")
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  static void debugMap()
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    {
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    NodeData tmp;
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    for(ArrayList<Long> key: mMapNodeID.keySet())
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      {
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      tmp = mMapNodeID.get(key);
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      android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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  private void adjustIsomorphism()
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    {
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    ArrayList<Long> newList = generateIDList();
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    NodeData newData = mMapNodeID.get(newList);
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    if( newData!=null )
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      {
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      newData.numPointingNodes++;
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      }
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    else
212
      {
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      newData = new NodeData(++mNextNodeID,newList);
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      mMapNodeID.put(newList,newData);
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      }
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    boolean deleteOldFBO = false;
218
    boolean createNewFBO = false;
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    if( --mData.numPointingNodes==0 )
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      {
222
      mMapNodeID.remove(mData.key);
223
      if( mData.mFBO!=null ) deleteOldFBO=true;
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      }
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    if( mNumChildren[0]>0 && newData.mFBO==null )
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      {
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      createNewFBO = true;
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      }
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    if( mNumChildren[0]==0 && newData.mFBO!=null )
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      {
231
      newData.mFBO.markForDeletion();
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      android.util.Log.d("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
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      newData.mFBO = null;
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      }
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    if( deleteOldFBO && createNewFBO )
237
      {
238
      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
240
      }
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    else if( deleteOldFBO )
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      {
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      mData.mFBO.markForDeletion();
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      //android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
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      mData.mFBO = null;
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      }
247
    else if( createNewFBO )
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      {
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      int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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      int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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      newData.mFBO = new DistortedFramebuffer(mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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      //android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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      }
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    mData = newData;
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    if( mParent!=null ) mParent.adjustIsomorphism();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int markStencilAndDraw(long currTime, DistortedOutputSurface surface, int quality, float marginInPixels)
263
    {
264
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
265

    
266
    if( input.setAsInput() )
267
      {
268
      DistortedFramebuffer buffer1 = surface.mBuffer1[quality];
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      DistortedFramebuffer buffer2 = surface.mBuffer2[quality];
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      float w = mSurface.getWidth() /2.0f;
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      float h = mSurface.getHeight()/2.0f;
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273
      // Mark area of our object + marginInPixels pixels around with 1s in Stencil buffer
274
      buffer2.setAsOutput(currTime);
275
      DistortedRenderState.setUpStencilMark();
276
      mEffects.drawPriv(w, h, mMesh, buffer2, currTime, marginInPixels);
277

    
278
      // Actually draw our object.
279
      buffer1.setAsOutput(currTime);
280
      mState.apply();
281
      mEffects.drawPriv(w, h, mMesh, buffer1, currTime, 0);
282
      return 1;
283
      }
284
    return 0;
285
    }
286

    
287
///////////////////////////////////////////////////////////////////////////////////////////////////
288
// return the total number of render calls issued
289

    
290
  int draw(long currTime, DistortedOutputSurface surface)
291
    {
292
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
293

    
294
    if( input.setAsInput() )
295
      {
296
      surface.setAsOutput(currTime);
297
      mState.apply();
298
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
299
      return 1;
300
      }
301

    
302
    return 0;
303
    }
304

    
305
///////////////////////////////////////////////////////////////////////////////////////////////////
306
// return the total number of render calls issued
307

    
308
  int renderRecursive(long currTime)
309
    {
310
    int numRenders = 0;
311

    
312
    if( mNumChildren[0]>0 && mData.currTime!=currTime )
313
      {
314
      mData.currTime = currTime;
315

    
316
      for (int i=0; i<mNumChildren[0]; i++)
317
        {
318
        numRenders += mChildren.get(i).renderRecursive(currTime);
319
        }
320

    
321
      if( mData.mFBO==null )
322
        {
323
        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
324
        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
325
        mData.mFBO = new DistortedFramebuffer(mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
326
        }
327

    
328
      mData.mFBO.setAsOutput(currTime);
329

    
330
      if( mSurface.setAsInput() )
331
        {
332
        numRenders++;
333
        DistortedEffects.blitPriv(mData.mFBO);
334
        }
335

    
336
      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren);
337
      }
338

    
339
    return numRenders;
340
    }
341

    
342
///////////////////////////////////////////////////////////////////////////////////////////////////
343

    
344
  private void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
345
    {
346
    mJobs.add(new Job(t,n,d));
347
    }
348

    
349
///////////////////////////////////////////////////////////////////////////////////////////////////
350

    
351
  void setPost(DistortedEffectsPostprocess dep)
352
    {
353
    mPostprocess = dep;
354
    }
355

    
356
///////////////////////////////////////////////////////////////////////////////////////////////////
357

    
358
  void setSurfaceParent(DistortedOutputSurface dep)
359
    {
360
    mSurfaceParent = dep;
361
    mParent = null;
362
    }
363

    
364
///////////////////////////////////////////////////////////////////////////////////////////////////
365
// PUBLIC API
366
///////////////////////////////////////////////////////////////////////////////////////////////////
367
/**
368
 * Constructs new Node.
369
 *     
370
 * @param surface InputSurface to put into the new Node.
371
 * @param effects DistortedEffects to put into the new Node.
372
 * @param mesh MeshObject to put into the new Node.
373
 */
374
  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
375
    {
376
    mSurface       = surface;
377
    mEffects       = effects;
378
    mPostprocess   = null;
379
    mMesh          = mesh;
380
    mState         = new DistortedRenderState();
381
    mChildren      = null;
382
    mNumChildren   = new int[1];
383
    mNumChildren[0]= 0;
384
    mParent        = null;
385
    mSurfaceParent = null;
386

    
387
    mFboW            = 0;  // i.e. take this from
388
    mFboH            = 0;  // mSurface's dimensions
389
    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
390

    
391
    ArrayList<Long> list = new ArrayList<>();
392
    list.add(mSurface.getID());
393
    list.add(-mEffects.getID());
394

    
395
    mData = mMapNodeID.get(list);
396
   
397
    if( mData!=null )
398
      {
399
      mData.numPointingNodes++;
400
      }
401
    else
402
      {
403
      mData = new NodeData(++mNextNodeID,list);
404
      mMapNodeID.put(list, mData);
405
      }
406
    }
407

    
408
///////////////////////////////////////////////////////////////////////////////////////////////////  
409
/**
410
 * Copy-constructs new Node from another Node.
411
 *     
412
 * @param node The DistortedNode to copy data from.
413
 * @param flags bit field composed of a subset of the following:
414
 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
415
 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
416
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
417
 */
418
  public DistortedNode(DistortedNode node, int flags)
419
    {
420
    mEffects      = new DistortedEffects(node.mEffects,flags);
421
    mPostprocess  = null;
422
    mMesh         = node.mMesh;
423
    mState        = new DistortedRenderState();
424
    mParent       = null;
425
    mSurfaceParent= null;
426

    
427
    mFboW            = node.mFboW;
428
    mFboH            = node.mFboH;
429
    mFboDepthStencil = node.mFboDepthStencil;
430

    
431
    if( (flags & Distorted.CLONE_SURFACE) != 0 )
432
      {
433
      mSurface = node.mSurface;
434
      }
435
    else
436
      {
437
      int w = node.mSurface.getWidth();
438
      int h = node.mSurface.getHeight();
439

    
440
      if( node.mSurface instanceof DistortedTexture )
441
        {
442
        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
443
        }
444
      else if( node.mSurface instanceof DistortedFramebuffer )
445
        {
446
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
447

    
448
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
449
          {
450
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
451
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
452
          }
453

    
454
        mSurface = new DistortedFramebuffer(depthStencil,DistortedSurface.TYPE_TREE,w,h);
455
        }
456
      }
457
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
458
      {
459
      if( node.mChildren==null )     // do NOT copy over the NULL!
460
        {
461
        node.mChildren = new ArrayList<>(2);
462
        }
463

    
464
      mChildren = node.mChildren;
465
      mNumChildren = node.mNumChildren;
466
      }
467
    else
468
      {
469
      mChildren = null;
470
      mNumChildren = new int[1];
471
      mNumChildren[0] = 0;
472
      }
473
   
474
    ArrayList<Long> list = generateIDList();
475
   
476
    mData = mMapNodeID.get(list);
477
   
478
    if( mData!=null )
479
      {
480
      mData.numPointingNodes++;
481
      }
482
    else
483
      {
484
      mData = new NodeData(++mNextNodeID,list);
485
      mMapNodeID.put(list, mData);
486
      }
487
    }
488

    
489
///////////////////////////////////////////////////////////////////////////////////////////////////
490
/**
491
 * Adds a new child to the last position in the list of our Node's children.
492
 * <p>
493
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
494
 * DistortedMaster (by calling doWork())
495
 *
496
 * @param node The new Node to add.
497
 */
498
  public void attach(DistortedNode node)
499
    {
500
    mJobs.add(new Job(ATTACH,node,null));
501
    DistortedMaster.newSlave(this);
502
    }
503

    
504
///////////////////////////////////////////////////////////////////////////////////////////////////
505
/**
506
 * Adds a new child to the last position in the list of our Node's children.
507
 * <p>
508
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
509
 * DistortedMaster (by calling doWork())
510
 *
511
 * @param surface InputSurface to initialize our child Node with.
512
 * @param effects DistortedEffects to initialize our child Node with.
513
 * @param mesh MeshObject to initialize our child Node with.
514
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
515
 */
516
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
517
    {
518
    DistortedNode node = new DistortedNode(surface,effects,mesh);
519
    mJobs.add(new Job(ATTACH,node,null));
520
    DistortedMaster.newSlave(this);
521
    return node;
522
    }
523

    
524
///////////////////////////////////////////////////////////////////////////////////////////////////
525
/**
526
 * Removes the first occurrence of a specified child from the list of children of our Node.
527
 * <p>
528
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
529
 * DistortedMaster (by calling doWork())
530
 *
531
 * @param node The Node to remove.
532
 */
533
  public void detach(DistortedNode node)
534
    {
535
    mJobs.add(new Job(DETACH,node,null));
536
    DistortedMaster.newSlave(this);
537
    }
538

    
539
///////////////////////////////////////////////////////////////////////////////////////////////////
540
/**
541
 * Removes the first occurrence of a specified child from the list of children of our Node.
542
 * <p>
543
 * A bit questionable method as there can be many different Nodes attached as children, some
544
 * of them having the same Effects but - for instance - different Mesh. Use with care.
545
 * <p>
546
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
547
 * DistortedMaster (by calling doWork())
548
 *
549
 * @param effects DistortedEffects to remove.
550
 */
551
  public void detach(DistortedEffects effects)
552
    {
553
    long id = effects.getID();
554
    DistortedNode node;
555
    boolean detached = false;
556

    
557
    for(int i=0; i<mNumChildren[0]; i++)
558
      {
559
      node = mChildren.get(i);
560

    
561
      if( node.getEffects().getID()==id )
562
        {
563
        detached = true;
564
        mJobs.add(new Job(DETACH,node,null));
565
        DistortedMaster.newSlave(this);
566
        break;
567
        }
568
      }
569

    
570
    if( !detached )
571
      {
572
      // if we failed to detach any, it still might be the case that
573
      // there's an ATTACH job that we need to cancel.
574
      int num = mJobs.size();
575
      Job job;
576

    
577
      for(int i=0; i<num; i++)
578
        {
579
        job = mJobs.get(i);
580

    
581
        if( job.type==ATTACH && job.node.getEffects()==effects )
582
          {
583
          mJobs.remove(i);
584
          break;
585
          }
586
        }
587
      }
588
    }
589

    
590
///////////////////////////////////////////////////////////////////////////////////////////////////
591
/**
592
 * Removes all children Nodes.
593
 * <p>
594
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
595
 * DistortedMaster (by calling doWork())
596
 */
597
  public void detachAll()
598
    {
599
    mJobs.add(new Job(DETALL,null,null));
600
    DistortedMaster.newSlave(this);
601
    }
602

    
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * This is not really part of the public API. Has to be public only because it is a part of the
606
 * DistortedSlave interface, which should really be a class that we extend here instead but
607
 * Java has no multiple inheritance.
608
 *
609
 * @y.exclude
610
 */
611
  public void doWork()
612
    {
613
    int num = mJobs.size();
614
    Job job;
615

    
616
    int numChanges=0;
617

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

    
622
      switch(job.type)
623
        {
624
        case ATTACH: numChanges++;
625
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
626
                     job.node.mParent = this;
627
                     job.node.mSurfaceParent = null;
628
                     DistortedMaster.addSorted(mChildren,job.node);
629
                     mNumChildren[0]++;
630
                     break;
631
        case DETACH: numChanges++;
632
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
633
                       {
634
                       job.node.mParent = null;
635
                       job.node.mSurfaceParent = null;
636
                       mNumChildren[0]--;
637
                       }
638
                     break;
639
        case DETALL: numChanges++;
640
                     if( mNumChildren[0]>0 )
641
                       {
642
                       DistortedNode tmp;
643

    
644
                       for(int j=mNumChildren[0]-1; j>=0; j--)
645
                         {
646
                         tmp = mChildren.remove(j);
647
                         tmp.mParent = null;
648
                         tmp.mSurfaceParent = null;
649
                         }
650

    
651
                       mNumChildren[0] = 0;
652
                       }
653
                     break;
654
        case SORT  : job.node.mPostprocess = job.dep;
655
                     mChildren.remove(job.node);
656
                     DistortedMaster.addSorted(mChildren,job.node);
657
                     break;
658
        }
659
      }
660

    
661
    if( numChanges>0 ) adjustIsomorphism();
662
    }
663
///////////////////////////////////////////////////////////////////////////////////////////////////
664
/**
665
 * Sets the Postprocessing Effects we will apply to the temporary buffer this Node - and fellow siblings
666
 * with the same Effects - will get rendered to.
667
 * <p>
668
 * For efficiency reasons, it is very important to assign the very same DistortedEffectsPostprocess
669
 * object to all the DistortedNode siblings that are supposed to be postprocessed in the same way,
670
 * because only then will the library assign all such siblings to the same 'Bucket' which gets rendered
671
 * to the same offscreen buffer which then gets postprocessed in one go and subsequently merged to the
672
 * target Surface.
673
 */
674
  public void setPostprocessEffects(DistortedEffectsPostprocess dep)
675
    {
676
    if( mParent!=null )
677
      {
678
      mParent.newJob(SORT, this, dep);
679
      DistortedMaster.newSlave(mParent);
680
      }
681
    else if( mSurfaceParent!=null )
682
      {
683
      mSurfaceParent.newJob(SORT, this, dep);
684
      DistortedMaster.newSlave(mSurfaceParent);
685
      }
686
    else
687
      {
688
      mPostprocess = dep;
689
      }
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Returns the DistortedEffectsPostprocess object that's in the Node.
695
 *
696
 * @return The DistortedEffectsPostprocess contained in the Node.
697
 */
698
  public DistortedEffectsPostprocess getEffectsPostprocess()
699
    {
700
    return mPostprocess;
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Returns the DistortedEffects object that's in the Node.
706
 * 
707
 * @return The DistortedEffects contained in the Node.
708
 */
709
  public DistortedEffects getEffects()
710
    {
711
    return mEffects;
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715
/**
716
 * Returns the DistortedInputSurface object that's in the Node.
717
 *
718
 * @return The DistortedInputSurface contained in the Node.
719
 */
720
  public DistortedInputSurface getSurface()
721
    {
722
    return mSurface;
723
    }
724

    
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * Resizes the DistortedFramebuffer object that we render this Node to.
728
 */
729
  public void resize(int width, int height)
730
    {
731
    mFboW = width;
732
    mFboH = height;
733

    
734
    if ( mData.mFBO !=null )
735
      {
736
      // TODO: potentially allocate a new NodeData if we have to
737
      mData.mFBO.resize(width,height);
738
      }
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
744
 */
745
  public void enableDepthStencil(int depthStencil)
746
    {
747
    mFboDepthStencil = depthStencil;
748

    
749
    if ( mData.mFBO !=null )
750
      {
751
      // TODO: potentially allocate a new NodeData if we have to
752
      mData.mFBO.enableDepthStencil(depthStencil);
753
      }
754
    }
755

    
756
///////////////////////////////////////////////////////////////////////////////////////////////////
757
// APIs that control how to set the OpenGL state just before rendering this Node.
758
///////////////////////////////////////////////////////////////////////////////////////////////////
759
/**
760
 * When rendering this Node, use ColorMask (r,g,b,a).
761
 *
762
 * @param r Write to the RED color channel when rendering this Node?
763
 * @param g Write to the GREEN color channel when rendering this Node?
764
 * @param b Write to the BLUE color channel when rendering this Node?
765
 * @param a Write to the ALPHA channel when rendering this Node?
766
 */
767
  @SuppressWarnings("unused")
768
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
769
    {
770
    mState.glColorMask(r,g,b,a);
771
    }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * When rendering this Node, switch on writing to Depth buffer?
776
 *
777
 * @param mask Write to the Depth buffer when rendering this Node?
778
 */
779
  @SuppressWarnings("unused")
780
  public void glDepthMask(boolean mask)
781
    {
782
    mState.glDepthMask(mask);
783
    }
784

    
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786
/**
787
 * When rendering this Node, which bits of the Stencil buffer to write to?
788
 *
789
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
790
 */
791
  @SuppressWarnings("unused")
792
  public void glStencilMask(int mask)
793
    {
794
    mState.glStencilMask(mask);
795
    }
796

    
797
///////////////////////////////////////////////////////////////////////////////////////////////////
798
/**
799
 * When rendering this Node, which Tests to enable?
800
 *
801
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
802
 */
803
  @SuppressWarnings("unused")
804
  public void glEnable(int test)
805
    {
806
    mState.glEnable(test);
807
    }
808

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

    
821
///////////////////////////////////////////////////////////////////////////////////////////////////
822
/**
823
 * When rendering this Node, use the following StencilFunc.
824
 *
825
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
826
 * @param ref  Reference valut to compare our stencil with.
827
 * @param mask Mask used when comparing.
828
 */
829
  @SuppressWarnings("unused")
830
  public void glStencilFunc(int func, int ref, int mask)
831
    {
832
    mState.glStencilFunc(func,ref,mask);
833
    }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * When rendering this Node, use the following StencilOp.
838
 * <p>
839
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
840
 *
841
 * @param sfail  What to do when Stencil Test fails.
842
 * @param dpfail What to do when Depth Test fails.
843
 * @param dppass What to do when Depth Test passes.
844
 */
845
  @SuppressWarnings("unused")
846
  public void glStencilOp(int sfail, int dpfail, int dppass)
847
    {
848
    mState.glStencilOp(sfail,dpfail,dppass);
849
    }
850

    
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * When rendering this Node, use the following DepthFunc.
854
 *
855
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
856
 */
857
  @SuppressWarnings("unused")
858
  public void glDepthFunc(int func)
859
    {
860
    mState.glDepthFunc(func);
861
    }
862

    
863
///////////////////////////////////////////////////////////////////////////////////////////////////
864
/**
865
 * When rendering this Node, use the following Blending mode.
866
 * <p>
867
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
868
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
869
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
870
 *
871
 * @param src Source Blend function
872
 * @param dst Destination Blend function
873
 */
874
  @SuppressWarnings("unused")
875
  public void glBlendFunc(int src, int dst)
876
    {
877
    mState.glBlendFunc(src,dst);
878
    }
879

    
880
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * Before rendering this Node, clear the following buffers.
883
 * <p>
884
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
885
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
886
 * Default: 0
887
 *
888
 * @param mask bitwise OR of BUFFER_BITs to clear.
889
 */
890
  @SuppressWarnings("unused")
891
  public void glClear(int mask)
892
    {
893
    mState.glClear(mask);
894
    }
895
  }
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