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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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278
    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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287
    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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290
    return 1;
291
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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296
  private int oitRender(long currTime)
297
    {
298
    float corrW = getWidthCorrection();
299
    float corrH = getHeightCorrection();
300

    
301
    GLES31.glViewport(0, 0, mWidth, mHeight);
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303
    // Do the Collapse Pass only if we do have a Depth attachment.
304
    // Otherwise there's no point (in fact we then would create a feedback loop!)
305

    
306
    if( mDepthStencilH[0] != 0 )
307
      {
308
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
309
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
310
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
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      DistortedRenderState.switchOffColorDepthStencil();
312
      DistortedEffects.oitCollapse(this, corrW, corrH);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
314
      }
315

    
316
    setAsOutput(currTime);
317
    DistortedRenderState.switchColorDepthOnStencilOff();
318
    DistortedEffects.oitRender(this, corrW, corrH);
319
    DistortedRenderState.restoreColorDepthStencil();
320

    
321
    return 1;
322
    }
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324
///////////////////////////////////////////////////////////////////////////////////////////////////
325

    
326
  private static void clearBuffer(DistortedOutputSurface buffer)
327
    {
328
    GLES31.glStencilMask(0xff);
329
    GLES31.glDepthMask(true);
330
    GLES31.glColorMask(true,true,true,true);
331
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
332
    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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335
    buffer.setAsOutput();
336
    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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339
    for(int i=buffer.mNumColors-2; i>=0; i--)
340
      {
341
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
342
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
343
      }
344
    }
345

    
346
///////////////////////////////////////////////////////////////////////////////////////////////////
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348
  void clear()
349
    {
350
    DistortedRenderState.colorDepthStencilOn();
351
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
352
    GLES31.glClearDepthf(mClearDepth);
353
    GLES31.glClearStencil(mClearStencil);
354
    GLES31.glClear(mClear);
355
    DistortedRenderState.colorDepthStencilRestore();
356
    }
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358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
360
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
361
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
362

    
363
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
364
    {
365
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
366
    DistortedNode child1, child2;
367
    EffectQueuePostprocess lastQueue=null, currQueue;
368
    long lastBucket=0, currBucket;
369

    
370
    oitClear(this);
371

    
372
    for(int i=0; i<numChildren; i++)
373
      {
374
      child1 = children.get(i);
375
      currQueue = child1.getPostprocessQueue();
376
      currBucket= currQueue.getID();
377

    
378
      if( currBucket==0 )
379
        {
380
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
381
        numRenders += child1.draw(time, this);
382

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

    
390
        if( lastBucket!=currBucket )
391
          {
392
          if( lastBucket==0 )
393
            {
394
            clonePostprocessingViewport(this);
395
            }
396
          else
397
            {
398
            for(int j=bucketChange; j<i; j++)
399
              {
400
              child2 = children.get(j);
401
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
402
              }
403

    
404
            numRenders += lastQueue.postprocess(mBuffer);
405
            numRenders += oitBuild(mBuffer[quality]);
406
            clearBuffer(mBuffer[quality]);
407
            }
408

    
409
          internalQuality = currQueue.getInternalQuality();
410
          quality         = currQueue.getQuality();
411
          bucketChange    = i;
412
          }
413

    
414
        mBuffer[quality].setAsOutput(time);
415
        child1.drawNoBlend(time,mBuffer[quality]);
416

    
417
        if( i==numChildren-1 )
418
          {
419
          for(int j=bucketChange; j<numChildren; j++)
420
            {
421
            child2 = children.get(j);
422
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
423
            }
424

    
425
          numRenders += currQueue.postprocess(mBuffer);
426
          numRenders += oitBuild(mBuffer[quality]);
427
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
428
          numRenders += oitRender(time);  // merge the OIT linked list
429
          clearBuffer(mBuffer[quality]);
430
          }
431
        } // end else (postprocessed child)
432

    
433
      lastQueue = currQueue;
434
      lastBucket= currBucket;
435
      } // end main for loop
436

    
437
    return numRenders;
438
    }
439

    
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441

    
442
  ArrayList<DistortedNode> getChildren()
443
    {
444
    return mChildren;
445
    }
446

    
447
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
470
// PUBLIC API
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472
/**
473
 * Draws all the attached children to this OutputSurface.
474
 * <p>
475
 * Must be called from a thread holding OpenGL Context.
476
 *
477
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
478
 * @return Number of objects rendered.
479
 */
480
  public int render(long time)
481
    {
482
    // change tree topology (attach and detach children)
483
/*
484
    boolean changed1 =
485
*/
486
    DistortedMaster.toDo();
487
/*
488
    if( changed1 )
489
      {
490
      for(int i=0; i<mNumChildren; i++)
491
        {
492
        mChildren.get(i).debug(0);
493
        }
494

    
495
      DistortedNode.debugMap();
496
      }
497
*/
498
    // 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
/*
504
    boolean changed2 =
505
*/
506
    toDo();
507
/*
508
    if( changed2 )
509
      {
510
      DistortedObject.debugLists();
511
      }
512
*/
513
    // mark OpenGL state as unknown
514
    DistortedRenderState.reset();
515

    
516
    int numRenders=0;
517

    
518
    for(int i=0; i<mNumChildren; i++)
519
      {
520
      numRenders += mChildren.get(i).renderRecursive(time);
521
      }
522

    
523
    setAsOutput(time);
524
    numRenders += renderChildren(time,mNumChildren,mChildren);
525

    
526
    return numRenders;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Bind this Surface as a Framebuffer we can render to.
532
 *
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
 */
538
  public void setAsOutput(long time)
539
    {
540
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
541

    
542
    if( mTime!=time )
543
      {
544
      mTime = time;
545
      clear();
546
      }
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
559
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
597
/**
598
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
599
 * this Surface at the beginning of each frame.
600
 *
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
 * 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
 *
619
 * @param d the Depth. Default: 1.0f
620
 */
621
  public void glClearDepthf(float d)
622
    {
623
    mClearDepth = d;
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655
 * Create new Projection matrix.
656
 *
657
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
658
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
659
 * @param near Distance between the screen plane and the near plane.
660
 *             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
 */
663
  public void setProjection(float fov, float near)
664
    {
665
    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

    
683
    createProjection();
684
    }
685

    
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687
/**
688
 * Resize the underlying Framebuffer.
689
 * <p>
690
 * This method can be safely called mid-render as it doesn't interfere with rendering.
691
 *
692
 * @param width The new width.
693
 * @param height The new height.
694
 */
695
  public void resize(int width, int height)
696
    {
697
    if( mWidth!=width || mHeight!=height )
698
      {
699
      mWidth = mRealWidth = width;
700
      mHeight= mRealHeight= height;
701

    
702
      createProjection();
703

    
704
      if( mColorCreated==CREATED )
705
        {
706
        markForCreation();
707
        recreate();
708
        }
709
      }
710
    }
711

    
712
///////////////////////////////////////////////////////////////////////////////////////////////////
713
/**
714
 * Return true if the Surface contains a DEPTH attachment.
715
 *
716
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
717
 */
718
  public boolean hasDepth()
719
    {
720
    return mDepthStencilCreated==CREATED;
721
    }
722

    
723
///////////////////////////////////////////////////////////////////////////////////////////////////
724
/**
725
 * Return true if the Surface contains a STENCIL attachment.
726
 *
727
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
728
 */
729
  public boolean hasStencil()
730
    {
731
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
732
    }
733

    
734
///////////////////////////////////////////////////////////////////////////////////////////////////
735
/**
736
 * Adds a new child to the last position in the list of our Surface's children.
737
 * <p>
738
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
739
 * DistortedMaster (by calling doWork())
740
 *
741
 * @param node The new Node to add.
742
 */
743
  public void attach(DistortedNode node)
744
    {
745
    mJobs.add(new Job(ATTACH,node));
746
    DistortedMaster.newSlave(this);
747
    }
748

    
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Adds a new child to the last position in the list of our Surface's children.
752
 * <p>
753
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
754
 * DistortedMaster (by calling doWork())
755
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
762
    {
763
    DistortedNode node = new DistortedNode(surface,effects,mesh);
764
    mJobs.add(new Job(ATTACH,node));
765
    DistortedMaster.newSlave(this);
766
    return node;
767
    }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
778
 *
779
 * @param effects DistortedEffects to remove.
780
 */
781
  public void detach(DistortedEffects effects)
782
    {
783
    long id = effects.getID();
784
    DistortedNode node;
785
    boolean detached = false;
786

    
787
    for(int i=0; i<mNumChildren; i++)
788
      {
789
      node = mChildren.get(i);
790

    
791
      if( node.getEffects().getID()==id )
792
        {
793
        detached = true;
794
        mJobs.add(new Job(DETACH,node));
795
        DistortedMaster.newSlave(this);
796
        break;
797
        }
798
      }
799

    
800
    if( !detached )
801
      {
802
      // if we failed to detach any, it still might be the case that
803
      // 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
      }
818
    }
819

    
820
///////////////////////////////////////////////////////////////////////////////////////////////////
821
/**
822
 * Removes the first occurrence of a specified child from the list of children of our Surface.
823
 * <p>
824
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
825
 * DistortedMaster (by calling doWork())
826
 *
827
 * @param node The Node to remove.
828
 */
829
  public void detach(DistortedNode node)
830
    {
831
    mJobs.add(new Job(DETACH,node));
832
    DistortedMaster.newSlave(this);
833
    }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Removes all children Nodes.
838
 * <p>
839
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
840
 * DistortedMaster (by calling doWork())
841
 */
842
  public void detachAll()
843
    {
844
    mJobs.add(new Job(DETALL,null));
845
    DistortedMaster.newSlave(this);
846
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
852
 * Java has no multiple inheritance.
853
 *
854
 * @y.exclude
855
 */
856
  public void doWork()
857
    {
858
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
868
                     job.node.setSurfaceParent(this);
869
                     DistortedMaster.addSorted(mChildren,job.node);
870
                     mNumChildren++;
871
                     break;
872
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
873
                       {
874
                       job.node.setSurfaceParent(null);
875
                       mNumChildren--;
876
                       }
877
                     break;
878
        case DETALL: if( mNumChildren>0 )
879
                       {
880
                       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
                       mNumChildren = 0;
889
                       }
890
                     break;
891
        case SORT  : mChildren.remove(job.node);
892
                     DistortedMaster.addSorted(mChildren,job.node);
893
                     break;
894
        }
895
      }
896
    }
897
}
(8-8/21)