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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ 6b962e80

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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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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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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    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 = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer = new DistortedFramebuffer[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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  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 void createBuffers()
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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)(mWidth*mipmap), (int)(mHeight*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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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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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.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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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(int quality, long currTime)
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    {
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    DistortedFramebuffer buffer = mBuffer[quality];
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    GLES30.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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    GLES30.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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    int quality;
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    for(int i=0; i<num; i++)
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      {
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      child = children.get(i);
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      currP = child.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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248
      if( lastB!=currB && lastB!=0 )
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        {
250
        quality = lastP.getQuality();
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        numRenders += lastP.postprocess(time, this);
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        numRenders += blitWithDepth(quality,time);
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        }
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      if( currB==0 ) numRenders += child.draw(time,this);
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      else
257
        {
258
        if( mBuffer[0]==null ) createBuffers();
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        numRenders += child.markStencilAndDraw(time,this,currP);
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        if( i==num-1 )
261
          {
262
          quality = currP.getQuality();
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          numRenders += currP.postprocess(time,this);
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          numRenders += blitWithDepth(quality,time);
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          }
266
        }
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268
      lastP = currP;
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      lastB = currB;
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
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    {
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    mJobs.add(new Job(t,n,d));
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void setAsOutput()
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    {
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    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
287
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
291
///////////////////////////////////////////////////////////////////////////////////////////////////
292
/**
293
 * Draws all the attached children to this OutputSurface.
294
 * <p>
295
 * Must be called from a thread holding OpenGL Context.
296
 *
297
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
298
 * @return Number of objects rendered.
299
 */
300
  public int render(long time)
301
    {
302
    // change tree topology (attach and detach children)
303
/*
304
    boolean changed1 =
305
*/
306
    DistortedMaster.toDo();
307
/*
308
    if( changed1 )
309
      {
310
      for(int i=0; i<mNumChildren; i++)
311
        {
312
        mChildren.get(i).debug(0);
313
        }
314

    
315
      DistortedNode.debugMap();
316
      }
317
*/
318
    // create and delete all underlying OpenGL resources
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    // Watch out: FIRST change topology, only then deal
320
    // with OpenGL resources. That's because changing Tree
321
    // can result in additional Framebuffers that would need
322
    // to be created immediately, before the calls to drawRecursive()
323
/*
324
    boolean changed2 =
325
*/
326
    toDo();
327
/*
328
    if( changed2 )
329
      {
330
      DistortedObject.debugLists();
331
      }
332
*/
333
    // mark OpenGL state as unknown
334
    DistortedRenderState.reset();
335

    
336
    int numRenders=0;
337

    
338
    for(int i=0; i<mNumChildren; i++)
339
      {
340
      numRenders += mChildren.get(i).renderRecursive(time);
341
      }
342

    
343
    setAsOutput(time);
344
    numRenders += renderChildren(time,mNumChildren,mChildren);
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346
    return numRenders;
347
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
350
/**
351
 * Bind this Surface as a Framebuffer we can render to.
352
 *
353
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
354
 *             out if this is the first time during present frame that this FBO is being set as output.
355
 *             If so, the library, in addition to binding the Surface for output, also clears the
356
 *             Surface's color and depth attachments.
357
 */
358
  public void setAsOutput(long time)
359
    {
360
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
361

    
362
    if( mTime!=time )
363
      {
364
      mTime = time;
365
      DistortedRenderState.colorDepthStencilOn();
366
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
367
      GLES30.glClearDepthf(mClearDepth);
368
      GLES30.glClearStencil(mClearStencil);
369
      GLES30.glClear(mClear);
370
      }
371
    }
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373
///////////////////////////////////////////////////////////////////////////////////////////////////
374
/**
375
 * Set mipmap level.
376
 * <p>
377
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
378
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
379
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
380
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
381
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
382
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
383
 * <p>
384
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
385
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
386
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
387
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
388
 *
389
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
390
 *               does not make any sense (that would result in loss of speed and no gain in quality)
391
 */
392
  public void setMipmap(float mipmap)
393
    {
394
    mMipmap = mipmap;
395
    }
396

    
397
///////////////////////////////////////////////////////////////////////////////////////////////////
398
/**
399
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
400
 * this Surface at the beginning of each frame.
401
 *
402
 * @param r the Red component. Default: 0.0f
403
 * @param g the Green component. Default: 0.0f
404
 * @param b the Blue component. Default: 0.0f
405
 * @param a the Alpha component. Default: 0.0f
406
 */
407
  public void glClearColor(float r, float g, float b, float a)
408
    {
409
    mClearR = r;
410
    mClearG = g;
411
    mClearB = b;
412
    mClearA = a;
413
    }
414

    
415
///////////////////////////////////////////////////////////////////////////////////////////////////
416
/**
417
 * Uses glClearDepthf() to set up a value with which to clear
418
 * the Depth buffer of our Surface at the beginning of each frame.
419
 *
420
 * @param d the Depth. Default: 1.0f
421
 */
422
  public void glClearDepthf(float d)
423
    {
424
    mClearDepth = d;
425
    }
426

    
427
///////////////////////////////////////////////////////////////////////////////////////////////////
428
/**
429
 * Uses glClearStencil() to set up a value with which to clear the
430
 * Stencil buffer of our Surface at the beginning of each frame.
431
 *
432
 * @param s the Stencil. Default: 0
433
 */
434
  public void glClearStencil(int s)
435
    {
436
    mClearStencil = s;
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440
/**
441
 * Which buffers to Clear at the beginning of each frame?
442
 * <p>
443
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
444
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
445
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
446
 *
447
 * @param mask bitwise OR of BUFFER_BITs to clear.
448
 */
449
  public void glClear(int mask)
450
    {
451
    mClear = mask;
452
    }
453

    
454
///////////////////////////////////////////////////////////////////////////////////////////////////
455
/**
456
 * Create new Projection matrix.
457
 *
458
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
459
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
460
 * @param near Distance between the screen plane and the near plane.
461
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
462
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
463
 */
464
  public void setProjection(float fov, float near)
465
    {
466
    if( fov < 180.0f && fov >=0.0f )
467
      {
468
      mFOV = fov;
469
      }
470

    
471
    if( near<   1.0f && near> 0.0f )
472
      {
473
      mNear= near;
474
      }
475
    else if( near<=0.0f )
476
      {
477
      mNear = 0.01f;
478
      }
479
    else if( near>=1.0f )
480
      {
481
      mNear=0.99f;
482
      }
483

    
484
    createProjection();
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488
/**
489
 * Resize the underlying Framebuffer.
490
 * <p>
491
 * This method can be safely called mid-render as it doesn't interfere with rendering.
492
 *
493
 * @param width The new width.
494
 * @param height The new height.
495
 */
496
  public void resize(int width, int height)
497
    {
498
    if( mWidth!=width || mHeight!=height )
499
      {
500
      mWidth = width;
501
      mHeight= height;
502

    
503
      createProjection();
504

    
505
      if( mColorCreated==CREATED )
506
        {
507
        markForCreation();
508
        recreate();
509
        }
510
      }
511
    }
512

    
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514
/**
515
 * Return true if the Surface contains a DEPTH attachment.
516
 *
517
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
518
 */
519
  public boolean hasDepth()
520
    {
521
    return mDepthStencilCreated==CREATED;
522
    }
523

    
524
///////////////////////////////////////////////////////////////////////////////////////////////////
525
/**
526
 * Return true if the Surface contains a STENCIL attachment.
527
 *
528
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
529
 */
530
  public boolean hasStencil()
531
    {
532
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
/**
537
 * Adds a new child to the last position in the list of our Surface's children.
538
 * <p>
539
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
540
 * DistortedMaster (by calling doWork())
541
 *
542
 * @param node The new Node to add.
543
 */
544
  public void attach(DistortedNode node)
545
    {
546
    mJobs.add(new Job(ATTACH,node,null));
547
    DistortedMaster.newSlave(this);
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551
/**
552
 * Adds a new child to the last position in the list of our Surface's children.
553
 * <p>
554
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
555
 * DistortedMaster (by calling doWork())
556
 *
557
 * @param surface InputSurface to initialize our child Node with.
558
 * @param effects DistortedEffects to initialize our child Node with.
559
 * @param mesh MeshObject to initialize our child Node with.
560
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
561
 */
562
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
563
    {
564
    DistortedNode node = new DistortedNode(surface,effects,mesh);
565
    mJobs.add(new Job(ATTACH,node,null));
566
    DistortedMaster.newSlave(this);
567
    return node;
568
    }
569

    
570
///////////////////////////////////////////////////////////////////////////////////////////////////
571
/**
572
 * Removes the first occurrence of a specified child from the list of children of our Surface.
573
 * <p>
574
 * A bit questionable method as there can be many different Nodes attached as children, some
575
 * of them having the same Effects but - for instance - different Mesh. Use with care.
576
 * <p>
577
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
578
 * DistortedMaster (by calling doWork())
579
 *
580
 * @param effects DistortedEffects to remove.
581
 */
582
  public void detach(DistortedEffects effects)
583
    {
584
    long id = effects.getID();
585
    DistortedNode node;
586
    boolean detached = false;
587

    
588
    for(int i=0; i<mNumChildren; i++)
589
      {
590
      node = mChildren.get(i);
591

    
592
      if( node.getEffects().getID()==id )
593
        {
594
        detached = true;
595
        mJobs.add(new Job(DETACH,node,null));
596
        DistortedMaster.newSlave(this);
597
        break;
598
        }
599
      }
600

    
601
    if( !detached )
602
      {
603
      // if we failed to detach any, it still might be the case that
604
      // there's an ATTACH job that we need to cancel.
605
      int num = mJobs.size();
606
      Job job;
607

    
608
      for(int i=0; i<num; i++)
609
        {
610
        job = mJobs.get(i);
611

    
612
        if( job.type==ATTACH && job.node.getEffects()==effects )
613
          {
614
          mJobs.remove(i);
615
          break;
616
          }
617
        }
618
      }
619
    }
620

    
621
///////////////////////////////////////////////////////////////////////////////////////////////////
622
/**
623
 * Removes the first occurrence of a specified child from the list of children of our Surface.
624
 * <p>
625
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
626
 * DistortedMaster (by calling doWork())
627
 *
628
 * @param node The Node to remove.
629
 */
630
  public void detach(DistortedNode node)
631
    {
632
    mJobs.add(new Job(DETACH,node,null));
633
    DistortedMaster.newSlave(this);
634
    }
635

    
636
///////////////////////////////////////////////////////////////////////////////////////////////////
637
/**
638
 * Removes all children Nodes.
639
 * <p>
640
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
641
 * DistortedMaster (by calling doWork())
642
 */
643
  public void detachAll()
644
    {
645
    mJobs.add(new Job(DETALL,null,null));
646
    DistortedMaster.newSlave(this);
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650
/**
651
 * This is not really part of the public API. Has to be public only because it is a part of the
652
 * DistortedSlave interface, which should really be a class that we extend here instead but
653
 * Java has no multiple inheritance.
654
 *
655
 * @y.exclude
656
 */
657
  public void doWork()
658
    {
659
    int num = mJobs.size();
660
    Job job;
661

    
662
    for(int i=0; i<num; i++)
663
      {
664
      job = mJobs.remove(0);
665

    
666
      switch(job.type)
667
        {
668
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
669
                     job.node.setSurfaceParent(this);
670
                     DistortedMaster.addSorted(mChildren,job.node);
671
                     mNumChildren++;
672
                     break;
673
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
674
                       {
675
                       job.node.setSurfaceParent(null);
676
                       mNumChildren--;
677
                       }
678
                     break;
679
        case DETALL: if( mNumChildren>0 )
680
                       {
681
                       DistortedNode tmp;
682

    
683
                       for(int j=mNumChildren-1; j>=0; j--)
684
                         {
685
                         tmp = mChildren.remove(j);
686
                         tmp.setSurfaceParent(null);
687
                         }
688

    
689
                       mNumChildren = 0;
690
                       }
691
                     break;
692
        case SORT  : job.node.setPost(job.dep);
693
                     mChildren.remove(job.node);
694
                     DistortedMaster.addSorted(mChildren,job.node);
695
                     break;
696
        }
697
      }
698
    }
699
}
(9-9/26)