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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 61441ce2

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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.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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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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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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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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  // buffers used for postprocessing.
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  private DistortedOutputSurface[] mBuffer;
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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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  private int mDebugLevel;
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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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  // section dealing with Shader Storage Buffer Object (for counting transparency)
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  private static final int FRAME_DELAY = 3;
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  private static int mBufferSize       =10;
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  private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter();
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  private static int[] mSSBO = new int[1];
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  private static IntBuffer mIntBuffer;
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  static
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    {
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    mSSBO[0]= -1;
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    }
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  private int mSurfaceID;
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  private int mLastIndex;
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  private int[] mLastValue = new int[FRAME_DELAY];
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  private int mLastDiff = -1;
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  private static final int RUNNING_AVERAGE = 10;
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  private int[] mRunningAvg = new int[RUNNING_AVERAGE];
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  private int mAvgIndex;
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  private int mAvgSum;
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  // end section
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  ////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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  abstract void createSurface();
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  abstract void deleteSurface();
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  abstract void recreateSurface();
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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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    mDebugLevel = 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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    mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH];
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void create()
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    {
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    if( mSSBO[0]<0 )
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      {
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      GLES31.glGenBuffers(1,mSSBO,0);
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      // here bind the new SSBO and map it
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      }
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    mSurfaceID = mSurfaceCounter.returnNext();
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    if( mSurfaceID>=mBufferSize )
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      {
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      // increase size of the Buffer, copy over old values, remap.
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      int[] tmp = new int[FRAME_DELAY *mBufferSize];
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      for(int i = 0; i< FRAME_DELAY *mBufferSize; i++) tmp[i] = mIntBuffer.get(i);
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      mBufferSize*= 2;
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 0, 0);
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      GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER,0);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      for(int i=0;i<tmp.length;i++) mIntBuffer.put(i,tmp[i]);
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      }
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    createSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
225

    
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  void delete()
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    {
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    mSurfaceCounter.release(mSurfaceID);
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    deleteSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void recreate()
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    {
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    mSSBO[0]  = -1;
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    mLastDiff = -1;
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    for(int i = 0; i< FRAME_DELAY; i++) mLastValue[i] = 0;
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    mSurfaceCounter.releaseAll();
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    recreateSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNewCounter()
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    {
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    return FRAME_DELAY*mSurfaceID + mLastIndex;
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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);
274
        }
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      else             // parallel projection
276
        {
277
        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);
282
        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
284

    
285
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
286
        }
287
      }
288
    }
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290
///////////////////////////////////////////////////////////////////////////////////////////////////
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292
  private void createBuffers()
293
    {
294
    float mipmap=1.0f;
295

    
296
    for(int j=0; j<EffectQuality.LENGTH; j++)
297
      {
298
      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
302

    
303
      mipmap *= EffectQuality.MULTIPLIER;
304
      }
305

    
306
    mBuffer[EffectQuality.LENGTH] = this;
307

    
308
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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310
    GLES31.glStencilMask(0xff);
311
    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
313
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
314
    GLES31.glClearDepthf(1.0f);
315
    GLES31.glClearStencil(0);
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317
    for(int j=0; j<EffectQuality.LENGTH; j++)
318
      {
319
      mBuffer[j].setAsOutput();
320
      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);
323
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
324
      }
325
    }
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327
///////////////////////////////////////////////////////////////////////////////////////////////////
328

    
329
  private void cloneSize(DistortedOutputSurface from)
330
    {
331
    mWidth = from.mWidth;
332
    mHeight= from.mHeight;
333

    
334
    createProjection();
335

    
336
    int maxw = mWidth >mRealWidth  ? mWidth :mRealWidth ;
337
    int maxh = mHeight>mRealHeight ? mHeight:mRealHeight;
338

    
339
    if( maxw>mRealWidth || maxh>mRealHeight )
340
      {
341
      mRealWidth = maxw;
342
      mRealHeight= maxh;
343

    
344
      recreateSurface();
345
      createSurface();
346
      }
347
    }
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349
///////////////////////////////////////////////////////////////////////////////////////////////////
350

    
351
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
352
    {
353
    GLES31.glViewport(0, 0, mWidth, mHeight);
354
    setAsOutput(currTime);
355
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
356
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
357
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
358
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
359

    
360
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
361
    GLES31.glStencilMask(0x00);
362

    
363
    DistortedEffects.blitDepthPriv(this);
364
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
365
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
366
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
367
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
368

    
369
    // clear buffers
370
    GLES31.glStencilMask(0xff);
371
    GLES31.glDepthMask(true);
372
    GLES31.glColorMask(true,true,true,true);
373
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
374
    GLES31.glClearDepthf(1.0f);
375
    GLES31.glClearStencil(0);
376

    
377
    buffer.setAsOutput();
378
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
379
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
380
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
381
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
382

    
383
    return 1;
384
    }
385

    
386
///////////////////////////////////////////////////////////////////////////////////////////////////
387
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
388
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
389
// to a whole buffer and merge it.
390

    
391
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
392
    {
393
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
394
    DistortedNode child1, child2;
395
    EffectQueuePostprocess lastQueue=null, currQueue;
396
    long lastBucket=0, currBucket;
397

    
398
    for(int i=0; i<numChildren; i++)
399
      {
400
      child1 = children.get(i);
401
      currQueue = child1.getPostprocessQueue();
402
      currBucket= currQueue.getID();
403

    
404
      if( currBucket==0 ) numRenders += child1.draw(time,this);
405
      else
406
        {
407
        if( mBuffer[0]==null ) createBuffers();
408

    
409
        if( lastBucket!=currBucket )
410
          {
411
          if( lastBucket!=0 )
412
            {
413
            for(int j=bucketChange; j<i; j++)
414
              {
415
              child2 = children.get(j);
416
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
417
              }
418

    
419
            numRenders += lastQueue.postprocess(mBuffer);
420
            numRenders += blitWithDepth(time, mBuffer[quality]);
421
            }
422

    
423
          internalQuality = currQueue.getInternalQuality();
424
          quality         = currQueue.getQuality();
425
          bucketChange    = i;
426
          }
427

    
428
        child1.draw(time,mBuffer[quality]);
429

    
430
        if( i==numChildren-1 )
431
          {
432
          for(int j=bucketChange; j<numChildren; j++)
433
            {
434
            child2 = children.get(j);
435
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
436
            }
437

    
438
          numRenders += currQueue.postprocess(mBuffer);
439
          numRenders += blitWithDepth(time, mBuffer[quality]);
440
          }
441
        }
442

    
443
      lastQueue = currQueue;
444
      lastBucket= currBucket;
445
      }
446

    
447
    return numRenders;
448
    }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451

    
452
  ArrayList<DistortedNode> getChildren()
453
    {
454
    return mChildren;
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
// PUBLIC API
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
461
 * Make the library show various debugging information.
462
 * <p>
463
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
464
 *
465
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
466
 */
467
  public void setDebug(int bitmask)
468
    {
469
    if( this instanceof DistortedScreen )
470
      mDebugLevel = bitmask;
471
    }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474

    
475
/**
476
 * Draws all the attached children to this OutputSurface.
477
 * <p>
478
 * Must be called from a thread holding OpenGL Context.
479
 *
480
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
481
 * @return Number of objects rendered.
482
 */
483
  public int render(long time)
484
    {
485
    if( mDebugLevel!=0 ) prepareDebug(time);
486

    
487
    // change tree topology (attach and detach children)
488
/*
489
    boolean changed1 =
490
*/
491
    DistortedMaster.toDo();
492
/*
493
    if( changed1 )
494
      {
495
      for(int i=0; i<mNumChildren; i++)
496
        {
497
        mChildren.get(i).debug(0);
498
        }
499

    
500
      DistortedNode.debugMap();
501
      }
502
*/
503
    // create and delete all underlying OpenGL resources
504
    // Watch out: FIRST change topology, only then deal
505
    // with OpenGL resources. That's because changing Tree
506
    // can result in additional Framebuffers that would need
507
    // to be created immediately, before the calls to drawRecursive()
508
/*
509
    boolean changed2 =
510
*/
511
    toDo();
512
/*
513
    if( changed2 )
514
      {
515
      DistortedObject.debugLists();
516
      }
517
*/
518
    // mark OpenGL state as unknown
519
    DistortedRenderState.reset();
520

    
521
    int numRenders=0;
522

    
523
    for(int i=0; i<mNumChildren; i++)
524
      {
525
      numRenders += mChildren.get(i).renderRecursive(time);
526
      }
527

    
528
    setAsOutput(time);
529
    numRenders += renderChildren(time,mNumChildren,mChildren);
530

    
531
    if( mDebugLevel != 0 ) renderDebug(time);
532

    
533
    return numRenders;
534
    }
535

    
536
///////////////////////////////////////////////////////////////////////////////////////////////////
537
/**
538
 * Bind this Surface as a Framebuffer we can render to.
539
 *
540
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
541
 *             out if this is the first time during present frame that this FBO is being set as output.
542
 *             If so, the library, in addition to binding the Surface for output, also clears the
543
 *             Surface's color and depth attachments.
544
 */
545
  public void setAsOutput(long time)
546
    {
547
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
548

    
549
    if( mTime!=time )
550
      {
551
      mTime = time;
552
      DistortedRenderState.colorDepthStencilOn();
553
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
554
      GLES31.glClearDepthf(mClearDepth);
555
      GLES31.glClearStencil(mClearStencil);
556
      GLES31.glClear(mClear);
557
      DistortedRenderState.colorDepthStencilRestore();
558

    
559
      if( mSSBO[0]>=0 )
560
        {
561
        // yes, this DOES keep on working when 'value' overflows into negative territory.
562
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
563

    
564
        if( value-mLastValue[mLastIndex]!=mLastDiff )
565
          {
566
          android.util.Log.d("surface", "id " + mSurfaceID +
567
              (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
568
              "viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
569
              + " avg: " + (mAvgSum/RUNNING_AVERAGE)
570
          );
571
          }
572

    
573
        mLastDiff = value-mLastValue[mLastIndex];
574
        mLastValue[mLastIndex] = value;
575

    
576
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
577
        mRunningAvg[mAvgIndex] = mLastDiff;
578
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
579
        }
580

    
581
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
582
      }
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Bind this Surface as a Framebuffer we can render to.
588
 * <p>
589
 * This version does not attempt to clear anything.
590
 */
591

    
592
  public void setAsOutput()
593
    {
594
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
595
    }
596

    
597
///////////////////////////////////////////////////////////////////////////////////////////////////
598
/**
599
 * Return the Near plane of the Projection included in the Surface.
600
 *
601
 * @return the Near plane.
602
 */
603
  public float getNear()
604
    {
605
    return mNear;
606
    }
607

    
608
///////////////////////////////////////////////////////////////////////////////////////////////////
609
/**
610
 * Set mipmap level.
611
 * <p>
612
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
613
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
614
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
615
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
616
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
617
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
618
 * <p>
619
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
620
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
621
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
622
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
623
 *
624
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
625
 *               does not make any sense (that would result in loss of speed and no gain in quality)
626
 */
627
  public void setMipmap(float mipmap)
628
    {
629
    mMipmap = mipmap;
630
    }
631

    
632
///////////////////////////////////////////////////////////////////////////////////////////////////
633
/**
634
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
635
 * this Surface at the beginning of each frame.
636
 *
637
 * @param r the Red component. Default: 0.0f
638
 * @param g the Green component. Default: 0.0f
639
 * @param b the Blue component. Default: 0.0f
640
 * @param a the Alpha component. Default: 0.0f
641
 */
642
  public void glClearColor(float r, float g, float b, float a)
643
    {
644
    mClearR = r;
645
    mClearG = g;
646
    mClearB = b;
647
    mClearA = a;
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651
/**
652
 * Uses glClearDepthf() to set up a value with which to clear
653
 * the Depth buffer of our Surface at the beginning of each frame.
654
 *
655
 * @param d the Depth. Default: 1.0f
656
 */
657
  public void glClearDepthf(float d)
658
    {
659
    mClearDepth = d;
660
    }
661

    
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
/**
664
 * Uses glClearStencil() to set up a value with which to clear the
665
 * Stencil buffer of our Surface at the beginning of each frame.
666
 *
667
 * @param s the Stencil. Default: 0
668
 */
669
  public void glClearStencil(int s)
670
    {
671
    mClearStencil = s;
672
    }
673

    
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
/**
676
 * Which buffers to Clear at the beginning of each frame?
677
 * <p>
678
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
679
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
680
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
681
 *
682
 * @param mask bitwise OR of BUFFER_BITs to clear.
683
 */
684
  public void glClear(int mask)
685
    {
686
    mClear = mask;
687
    }
688

    
689
///////////////////////////////////////////////////////////////////////////////////////////////////
690
/**
691
 * Create new Projection matrix.
692
 *
693
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
694
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
695
 * @param near Distance between the screen plane and the near plane.
696
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
697
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
698
 */
699
  public void setProjection(float fov, float near)
700
    {
701
    if( fov < 180.0f && fov >=0.0f )
702
      {
703
      mFOV = fov;
704
      }
705

    
706
    if( near<   1.0f && near> 0.0f )
707
      {
708
      mNear= near;
709
      }
710
    else if( near<=0.0f )
711
      {
712
      mNear = 0.01f;
713
      }
714
    else if( near>=1.0f )
715
      {
716
      mNear=0.99f;
717
      }
718

    
719
    if( mBuffer[0]!=null )
720
      {
721
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
722
      }
723

    
724
    createProjection();
725
    }
726

    
727
///////////////////////////////////////////////////////////////////////////////////////////////////
728
/**
729
 * Resize the underlying Framebuffer.
730
 * <p>
731
 * This method can be safely called mid-render as it doesn't interfere with rendering.
732
 *
733
 * @param width The new width.
734
 * @param height The new height.
735
 */
736
  public void resize(int width, int height)
737
    {
738
    if( mWidth!=width || mHeight!=height )
739
      {
740
      mWidth = mRealWidth = width;
741
      mHeight= mRealHeight= height;
742

    
743
      createProjection();
744

    
745
      if( mColorCreated==CREATED )
746
        {
747
        markForCreation();
748
        recreate();
749
        }
750
      }
751
    }
752

    
753
///////////////////////////////////////////////////////////////////////////////////////////////////
754
/**
755
 * Return true if the Surface contains a DEPTH attachment.
756
 *
757
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
758
 */
759
  public boolean hasDepth()
760
    {
761
    return mDepthStencilCreated==CREATED;
762
    }
763

    
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
/**
766
 * Return true if the Surface contains a STENCIL attachment.
767
 *
768
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
769
 */
770
  public boolean hasStencil()
771
    {
772
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
773
    }
774

    
775
///////////////////////////////////////////////////////////////////////////////////////////////////
776
/**
777
 * Adds a new child to the last position in the list of our Surface's children.
778
 * <p>
779
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
780
 * DistortedMaster (by calling doWork())
781
 *
782
 * @param node The new Node to add.
783
 */
784
  public void attach(DistortedNode node)
785
    {
786
    mJobs.add(new Job(ATTACH,node));
787
    DistortedMaster.newSlave(this);
788
    }
789

    
790
///////////////////////////////////////////////////////////////////////////////////////////////////
791
/**
792
 * Adds a new child to the last position in the list of our Surface's children.
793
 * <p>
794
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
795
 * DistortedMaster (by calling doWork())
796
 *
797
 * @param surface InputSurface to initialize our child Node with.
798
 * @param effects DistortedEffects to initialize our child Node with.
799
 * @param mesh MeshObject to initialize our child Node with.
800
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
801
 */
802
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
803
    {
804
    DistortedNode node = new DistortedNode(surface,effects,mesh);
805
    mJobs.add(new Job(ATTACH,node));
806
    DistortedMaster.newSlave(this);
807
    return node;
808
    }
809

    
810
///////////////////////////////////////////////////////////////////////////////////////////////////
811
/**
812
 * Removes the first occurrence of a specified child from the list of children of our Surface.
813
 * <p>
814
 * A bit questionable method as there can be many different Nodes attached as children, some
815
 * of them having the same Effects but - for instance - different Mesh. Use with care.
816
 * <p>
817
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
818
 * DistortedMaster (by calling doWork())
819
 *
820
 * @param effects DistortedEffects to remove.
821
 */
822
  public void detach(DistortedEffects effects)
823
    {
824
    long id = effects.getID();
825
    DistortedNode node;
826
    boolean detached = false;
827

    
828
    for(int i=0; i<mNumChildren; i++)
829
      {
830
      node = mChildren.get(i);
831

    
832
      if( node.getEffects().getID()==id )
833
        {
834
        detached = true;
835
        mJobs.add(new Job(DETACH,node));
836
        DistortedMaster.newSlave(this);
837
        break;
838
        }
839
      }
840

    
841
    if( !detached )
842
      {
843
      // if we failed to detach any, it still might be the case that
844
      // there's an ATTACH job that we need to cancel.
845
      int num = mJobs.size();
846
      Job job;
847

    
848
      for(int i=0; i<num; i++)
849
        {
850
        job = mJobs.get(i);
851

    
852
        if( job.type==ATTACH && job.node.getEffects()==effects )
853
          {
854
          mJobs.remove(i);
855
          break;
856
          }
857
        }
858
      }
859
    }
860

    
861
///////////////////////////////////////////////////////////////////////////////////////////////////
862
/**
863
 * Removes the first occurrence of a specified child from the list of children of our Surface.
864
 * <p>
865
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
866
 * DistortedMaster (by calling doWork())
867
 *
868
 * @param node The Node to remove.
869
 */
870
  public void detach(DistortedNode node)
871
    {
872
    mJobs.add(new Job(DETACH,node));
873
    DistortedMaster.newSlave(this);
874
    }
875

    
876
///////////////////////////////////////////////////////////////////////////////////////////////////
877
/**
878
 * Removes all children Nodes.
879
 * <p>
880
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
881
 * DistortedMaster (by calling doWork())
882
 */
883
  public void detachAll()
884
    {
885
    mJobs.add(new Job(DETALL,null));
886
    DistortedMaster.newSlave(this);
887
    }
888

    
889
///////////////////////////////////////////////////////////////////////////////////////////////////
890
/**
891
 * This is not really part of the public API. Has to be public only because it is a part of the
892
 * DistortedSlave interface, which should really be a class that we extend here instead but
893
 * Java has no multiple inheritance.
894
 *
895
 * @y.exclude
896
 */
897
  public void doWork()
898
    {
899
    int num = mJobs.size();
900
    Job job;
901

    
902
    for(int i=0; i<num; i++)
903
      {
904
      job = mJobs.remove(0);
905

    
906
      switch(job.type)
907
        {
908
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
909
                     job.node.setSurfaceParent(this);
910
                     DistortedMaster.addSorted(mChildren,job.node);
911
                     mNumChildren++;
912
                     break;
913
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
914
                       {
915
                       job.node.setSurfaceParent(null);
916
                       mNumChildren--;
917
                       }
918
                     break;
919
        case DETALL: if( mNumChildren>0 )
920
                       {
921
                       DistortedNode tmp;
922

    
923
                       for(int j=mNumChildren-1; j>=0; j--)
924
                         {
925
                         tmp = mChildren.remove(j);
926
                         tmp.setSurfaceParent(null);
927
                         }
928

    
929
                       mNumChildren = 0;
930
                       }
931
                     break;
932
        case SORT  : mChildren.remove(job.node);
933
                     DistortedMaster.addSorted(mChildren,job.node);
934
                     break;
935
        }
936
      }
937
    }
938
}
(9-9/22)