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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 5fdae11d

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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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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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    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 = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2, BOTH_DEPTH_STENCIL, TYPE_SYST, (int) (width * mipmap), (int) (height * mipmap));
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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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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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Vieport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void oitClear(DistortedOutputSurface buffer)
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    {
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    DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput();
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    //GLES31.glStencilMask(0x00);
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    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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  private int oitRender(long currTime)
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    {
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    float corrW = getWidthCorrection();
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    float corrH = getHeightCorrection();
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    // Do the Collapse Pass only if we do have a Depth attachment.
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    // Otherwise there's no point (in fact we then would create a feedback loop!)
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    if( mDepthStencilH[0] != 0 )
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      {
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      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
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      DistortedRenderState.switchOffColorDepthStencil();
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      DistortedEffects.oitCollapse(this, corrW, corrH);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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      }
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    setAsOutput(currTime);
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    DistortedRenderState.switchColorDepthOnStencilOff();
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    DistortedEffects.oitRender(this, corrW, corrH);
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    DistortedRenderState.restoreColorDepthStencil();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void clearBuffer(DistortedOutputSurface buffer)
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    {
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    for(int i=buffer.mNumColors-2; i>=0; i--)
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      {
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    oitClear(this);
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
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        numRenders += child1.draw(time, this);
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        //setAsOutput(time);
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        //numRenders += child1.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket==0 )
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            {
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            clonePostprocessingViewport(this);
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            }
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          else
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer);
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            numRenders += oitBuild(mBuffer[quality]);
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            clearBuffer(mBuffer[quality]);
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            }
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          internalQuality = currQueue.getInternalQuality();
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          quality         = currQueue.getQuality();
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          bucketChange    = i;
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          }
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        mBuffer[quality].setAsOutput(time);
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        child1.drawNoBlend(time,mBuffer[quality]);
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        if( i==numChildren-1 )
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          {
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          for(int j=bucketChange; j<numChildren; j++)
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            {
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            child2 = children.get(j);
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            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
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            }
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          numRenders += currQueue.postprocess(mBuffer);
426 33f59f22 Leszek Koltunski
          numRenders += oitBuild(mBuffer[quality]);
427 56c6ca24 Leszek Koltunski
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
428 c207da02 Leszek Koltunski
          numRenders += oitRender(time);  // merge the OIT linked list
429 8777ce17 Leszek Koltunski
          clearBuffer(mBuffer[quality]);
430 cf7394cc leszek
          }
431 56c6ca24 Leszek Koltunski
        } // end else (postprocessed child)
432 b9798977 leszek
433 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
434
      lastBucket= currBucket;
435 56c6ca24 Leszek Koltunski
      } // end main for loop
436
437 39086ebb leszek
    return numRenders;
438
    }
439
440 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
441
442 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
443 be60d4ff leszek
    {
444 26a4e5f6 leszek
    return mChildren;
445 be60d4ff leszek
    }
446
447 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
448
/**
449
 * Not part of the Public API.
450
 *
451
 * @y.exclude
452
 */
453
  public float getWidthCorrection()
454
    {
455
    return (float)mWidth/mRealWidth;
456
    }
457
458
///////////////////////////////////////////////////////////////////////////////////////////////////
459
/**
460
 * Not part of the Public API.
461
 *
462
 * @y.exclude
463
 */
464
  public float getHeightCorrection()
465
    {
466
    return (float)mHeight/mRealHeight;
467
    }
468
469 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
470
// PUBLIC API
471 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
472 c5369f1b leszek
/**
473 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
474 af4cc5db Leszek Koltunski
 * <p>
475
 * Must be called from a thread holding OpenGL Context.
476
 *
477 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
478 7691a39f leszek
 * @return Number of objects rendered.
479 c5369f1b leszek
 */
480 b2939df4 Leszek Koltunski
  public int render(long time)
481 af4cc5db Leszek Koltunski
    {
482 c204c69d leszek
    // change tree topology (attach and detach children)
483 889cce10 Leszek Koltunski
/*
484 42571056 Leszek Koltunski
    boolean changed1 =
485 889cce10 Leszek Koltunski
*/
486 efe3d8fe leszek
    DistortedMaster.toDo();
487 eadf0859 leszek
/*
488 42571056 Leszek Koltunski
    if( changed1 )
489 c204c69d leszek
      {
490
      for(int i=0; i<mNumChildren; i++)
491
        {
492 af27df87 leszek
        mChildren.get(i).debug(0);
493 c204c69d leszek
        }
494 af27df87 leszek
495 7691a39f leszek
      DistortedNode.debugMap();
496 c204c69d leszek
      }
497 eadf0859 leszek
*/
498 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
499
    // Watch out: FIRST change topology, only then deal
500
    // with OpenGL resources. That's because changing Tree
501
    // can result in additional Framebuffers that would need
502
    // to be created immediately, before the calls to drawRecursive()
503 42571056 Leszek Koltunski
/*
504
    boolean changed2 =
505
*/
506 f8377ef8 leszek
    toDo();
507 eadf0859 leszek
/*
508 42571056 Leszek Koltunski
    if( changed2 )
509 af27df87 leszek
      {
510 226144d0 leszek
      DistortedObject.debugLists();
511 42571056 Leszek Koltunski
      }
512 eadf0859 leszek
*/
513 c834348d leszek
    // mark OpenGL state as unknown
514
    DistortedRenderState.reset();
515 2ed1c692 leszek
516 b2939df4 Leszek Koltunski
    int numRenders=0;
517 7691a39f leszek
518 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
519 af4cc5db Leszek Koltunski
      {
520 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
521 af4cc5db Leszek Koltunski
      }
522 7691a39f leszek
523 070695a5 Leszek Koltunski
    setAsOutput(time);
524 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
525
526 7691a39f leszek
    return numRenders;
527 af4cc5db Leszek Koltunski
    }
528
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530 c5369f1b leszek
/**
531
 * Bind this Surface as a Framebuffer we can render to.
532 02ab6f9d leszek
 *
533
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
534
 *             out if this is the first time during present frame that this FBO is being set as output.
535
 *             If so, the library, in addition to binding the Surface for output, also clears the
536
 *             Surface's color and depth attachments.
537 c5369f1b leszek
 */
538 95c441a2 leszek
  public void setAsOutput(long time)
539 a436ccc5 leszek
    {
540 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
541 95c441a2 leszek
542
    if( mTime!=time )
543
      {
544
      mTime = time;
545 88c7b603 Leszek Koltunski
      clear();
546 95c441a2 leszek
      }
547 a436ccc5 leszek
    }
548 af4cc5db Leszek Koltunski
549 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Bind this Surface as a Framebuffer we can render to.
552
 * <p>
553
 * This version does not attempt to clear anything.
554
 */
555
556
  public void setAsOutput()
557
    {
558 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
559 1dfc9074 leszek
    }
560
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562
/**
563
 * Return the Near plane of the Projection included in the Surface.
564
 *
565
 * @return the Near plane.
566
 */
567
  public float getNear()
568
    {
569
    return mNear;
570
    }
571
572 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
573
/**
574
 * Set mipmap level.
575
 * <p>
576
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
577
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
578
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
579
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
580
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
581
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
582 8426bd6a Leszek Koltunski
 * <p>
583
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
584
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
585
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
586
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
587 638b5b5c leszek
 *
588
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
589
 *               does not make any sense (that would result in loss of speed and no gain in quality)
590
 */
591
  public void setMipmap(float mipmap)
592
    {
593
    mMipmap = mipmap;
594
    }
595
596 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
597
/**
598 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
599 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
600 a9f41fa3 leszek
 *
601
 * @param r the Red component. Default: 0.0f
602
 * @param g the Green component. Default: 0.0f
603
 * @param b the Blue component. Default: 0.0f
604
 * @param a the Alpha component. Default: 0.0f
605
 */
606
  public void glClearColor(float r, float g, float b, float a)
607
    {
608
    mClearR = r;
609
    mClearG = g;
610
    mClearB = b;
611
    mClearA = a;
612
    }
613
614
///////////////////////////////////////////////////////////////////////////////////////////////////
615
/**
616 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
617
 * the Depth buffer of our Surface at the beginning of each frame.
618 a9f41fa3 leszek
 *
619
 * @param d the Depth. Default: 1.0f
620
 */
621
  public void glClearDepthf(float d)
622
    {
623
    mClearDepth = d;
624
    }
625
626 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Uses glClearStencil() to set up a value with which to clear the
629
 * Stencil buffer of our Surface at the beginning of each frame.
630
 *
631
 * @param s the Stencil. Default: 0
632
 */
633
  public void glClearStencil(int s)
634
    {
635
    mClearStencil = s;
636
    }
637
638 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
639
/**
640
 * Which buffers to Clear at the beginning of each frame?
641
 * <p>
642
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
643
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
644
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
645
 *
646
 * @param mask bitwise OR of BUFFER_BITs to clear.
647
 */
648
  public void glClear(int mask)
649
    {
650
    mClear = mask;
651
    }
652
653 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655
 * Create new Projection matrix.
656
 *
657
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
658 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
659
 * @param near Distance between the screen plane and the near plane.
660 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
661
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
662 af4cc5db Leszek Koltunski
 */
663 54fe333a leszek
  public void setProjection(float fov, float near)
664 af4cc5db Leszek Koltunski
    {
665 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
666
      {
667
      mFOV = fov;
668
      }
669
670
    if( near<   1.0f && near> 0.0f )
671
      {
672
      mNear= near;
673
      }
674
    else if( near<=0.0f )
675
      {
676
      mNear = 0.01f;
677
      }
678
    else if( near>=1.0f )
679
      {
680
      mNear=0.99f;
681
      }
682 af4cc5db Leszek Koltunski
683
    createProjection();
684
    }
685
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687 c5369f1b leszek
/**
688 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
689 c7da4e65 leszek
 * <p>
690
 * This method can be safely called mid-render as it doesn't interfere with rendering.
691 af4cc5db Leszek Koltunski
 *
692
 * @param width The new width.
693
 * @param height The new height.
694 c5369f1b leszek
 */
695 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
696
    {
697
    if( mWidth!=width || mHeight!=height )
698
      {
699 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
700
      mHeight= mRealHeight= height;
701 f8377ef8 leszek
702
      createProjection();
703
704 c7da4e65 leszek
      if( mColorCreated==CREATED )
705 f8377ef8 leszek
        {
706 f28fffc2 Leszek Koltunski
        markForCreation();
707 f8377ef8 leszek
        recreate();
708
        }
709 af4cc5db Leszek Koltunski
      }
710
    }
711 a09ada4c Leszek Koltunski
712 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
713
/**
714 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
715 a436ccc5 leszek
 *
716 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
717 a436ccc5 leszek
 */
718 89de975c leszek
  public boolean hasDepth()
719 a436ccc5 leszek
    {
720 89de975c leszek
    return mDepthStencilCreated==CREATED;
721 a436ccc5 leszek
    }
722
723
///////////////////////////////////////////////////////////////////////////////////////////////////
724
/**
725 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
726 a436ccc5 leszek
 *
727 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
728 a436ccc5 leszek
 */
729 89de975c leszek
  public boolean hasStencil()
730 a436ccc5 leszek
    {
731 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
732 a436ccc5 leszek
    }
733
734 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
735
/**
736
 * Adds a new child to the last position in the list of our Surface's children.
737 c204c69d leszek
 * <p>
738
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
739 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
740 a09ada4c Leszek Koltunski
 *
741
 * @param node The new Node to add.
742
 */
743 c204c69d leszek
  public void attach(DistortedNode node)
744 a09ada4c Leszek Koltunski
    {
745 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
746 efe3d8fe leszek
    DistortedMaster.newSlave(this);
747 a09ada4c Leszek Koltunski
    }
748
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Adds a new child to the last position in the list of our Surface's children.
752 c204c69d leszek
 * <p>
753
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
754 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
755 a09ada4c Leszek Koltunski
 *
756
 * @param surface InputSurface to initialize our child Node with.
757
 * @param effects DistortedEffects to initialize our child Node with.
758
 * @param mesh MeshObject to initialize our child Node with.
759
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
760
 */
761 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
762 a09ada4c Leszek Koltunski
    {
763
    DistortedNode node = new DistortedNode(surface,effects,mesh);
764 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
765 efe3d8fe leszek
    DistortedMaster.newSlave(this);
766 c204c69d leszek
    return node;
767
    }
768
769 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Removes the first occurrence of a specified child from the list of children of our Surface.
772
 * <p>
773
 * A bit questionable method as there can be many different Nodes attached as children, some
774
 * of them having the same Effects but - for instance - different Mesh. Use with care.
775
 * <p>
776
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
777 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
778 af27df87 leszek
 *
779
 * @param effects DistortedEffects to remove.
780
 */
781
  public void detach(DistortedEffects effects)
782
    {
783
    long id = effects.getID();
784
    DistortedNode node;
785 8baa1fe6 Leszek Koltunski
    boolean detached = false;
786 af27df87 leszek
787
    for(int i=0; i<mNumChildren; i++)
788
      {
789
      node = mChildren.get(i);
790
791
      if( node.getEffects().getID()==id )
792
        {
793 8baa1fe6 Leszek Koltunski
        detached = true;
794 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
795 efe3d8fe leszek
        DistortedMaster.newSlave(this);
796 af27df87 leszek
        break;
797
        }
798
      }
799 8baa1fe6 Leszek Koltunski
800
    if( !detached )
801
      {
802
      // if we failed to detach any, it still might be the case that
803 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
804
      int num = mJobs.size();
805
      Job job;
806
807
      for(int i=0; i<num; i++)
808
        {
809
        job = mJobs.get(i);
810
811
        if( job.type==ATTACH && job.node.getEffects()==effects )
812
          {
813
          mJobs.remove(i);
814
          break;
815
          }
816
        }
817 8baa1fe6 Leszek Koltunski
      }
818 af27df87 leszek
    }
819
820 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
821
/**
822
 * Removes the first occurrence of a specified child from the list of children of our Surface.
823 c204c69d leszek
 * <p>
824
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
825 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
826 c204c69d leszek
 *
827
 * @param node The Node to remove.
828
 */
829
  public void detach(DistortedNode node)
830
    {
831 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
832 efe3d8fe leszek
    DistortedMaster.newSlave(this);
833 a09ada4c Leszek Koltunski
    }
834
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Removes all children Nodes.
838 c204c69d leszek
 * <p>
839
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
840 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
841 c204c69d leszek
 */
842
  public void detachAll()
843
    {
844 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
845 efe3d8fe leszek
    DistortedMaster.newSlave(this);
846 c204c69d leszek
    }
847
848
///////////////////////////////////////////////////////////////////////////////////////////////////
849
/**
850
 * This is not really part of the public API. Has to be public only because it is a part of the
851 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
852 c204c69d leszek
 * Java has no multiple inheritance.
853 43fbf0dd leszek
 *
854
 * @y.exclude
855 a09ada4c Leszek Koltunski
 */
856 efe3d8fe leszek
  public void doWork()
857 a09ada4c Leszek Koltunski
    {
858 efe3d8fe leszek
    int num = mJobs.size();
859
    Job job;
860
861
    for(int i=0; i<num; i++)
862
      {
863
      job = mJobs.remove(0);
864
865
      switch(job.type)
866
        {
867 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
868
                     job.node.setSurfaceParent(this);
869
                     DistortedMaster.addSorted(mChildren,job.node);
870 efe3d8fe leszek
                     mNumChildren++;
871
                     break;
872 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
873 efe3d8fe leszek
                       {
874 be60d4ff leszek
                       job.node.setSurfaceParent(null);
875 efe3d8fe leszek
                       mNumChildren--;
876
                       }
877
                     break;
878 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
879 efe3d8fe leszek
                       {
880 be60d4ff leszek
                       DistortedNode tmp;
881
882
                       for(int j=mNumChildren-1; j>=0; j--)
883
                         {
884
                         tmp = mChildren.remove(j);
885
                         tmp.setSurfaceParent(null);
886
                         }
887
888 efe3d8fe leszek
                       mNumChildren = 0;
889
                       }
890
                     break;
891 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
892 be60d4ff leszek
                     DistortedMaster.addSorted(mChildren,job.node);
893 efe3d8fe leszek
                     break;
894
        }
895
      }
896 a09ada4c Leszek Koltunski
    }
897 af4cc5db Leszek Koltunski
}