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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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private static final int NUM_MIPMAP = 4;
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static final int CUR_MIPMAP = 0;
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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[] mBuffer1, mBuffer2;
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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 mDepthCreated;
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int[] mDepthH = 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 String sNew="", sOld="";
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float mMipmap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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DistortedOutputSurface(int width, int height, int createColor, int createDepth, int fbo, int type)
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{
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super(width,height,createColor,type);
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mProjectionMatrix = new float[16];
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mWidth = width;
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mHeight= height;
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mFOV = 60.0f;
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mNear= 0.5f;
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mDepthCreated= createDepth;
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mFBOH[0] = fbo;
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mDepthH[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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mBuffer1 = new DistortedFramebuffer[NUM_MIPMAP];
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mBuffer2 = new DistortedFramebuffer[NUM_MIPMAP];
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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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// 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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//sNew = "";
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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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//sNew += currB;
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if( lastB!=currB && lastB!=0 )
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{
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numRenders += lastP.postprocess(time,this);
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}
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if( currB==0 )
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{
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numRenders += child.draw(time,this);
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}
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else
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{
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if( mBuffer1[0]==null )
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{
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float mipmap=1.0f;
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for(int j=0; j<NUM_MIPMAP; j++)
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{
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mBuffer1[j] = new DistortedFramebuffer( mDepthCreated!=DONT_CREATE, DistortedSurface.TYPE_SYST,
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(int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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mBuffer2[j] = new DistortedFramebuffer(false , DistortedSurface.TYPE_SYST,
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(int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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mBuffer1[j].mMipmap = mipmap;
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mipmap *= 0.5f;
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}
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DistortedSurface.toDo(); // create immediately
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}
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numRenders += child.draw(time,mBuffer1[CUR_MIPMAP]);
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if( i==num-1 )
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{
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numRenders += currP.postprocess(time,this);
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}
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}
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lastP = currP;
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lastB = currB;
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}
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/*
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if( !sNew.equals(sOld) )
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{
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sOld = sNew;
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android.util.Log.e("surface", "Surface"+getID()+": "+sOld);
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}
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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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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draws all the attached children to this OutputSurface.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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* @return Number of objects rendered.
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*/
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public int render(long time)
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{
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// change tree topology (attach and detach children)
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/*
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boolean changed =
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*/
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DistortedMaster.toDo();
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/*
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// debugging only
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if( changed )
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{
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for(int i=0; i<mNumChildren; i++)
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{
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mChildren.get(i).debug(0);
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}
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DistortedNode.debugMap();
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}
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*/
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// create and delete all underlying OpenGL resources
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// Watch out: FIRST change topology, only then deal
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// with OpenGL resources. That's because changing Tree
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// can result in additional Framebuffers that would need
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// to be created immediately, before the calls to drawRecursive()
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toDo();
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/*
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// debugging only
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if( changed )
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{
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DistortedSurface.debugLists();
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}
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*/
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// mark OpenGL state as unknown
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DistortedRenderState.reset();
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int numRenders=0;
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for(int i=0; i<mNumChildren; i++)
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{
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numRenders += mChildren.get(i).renderRecursive(time);
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}
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setAsOutput(time);
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numRenders += renderChildren(time,mNumChildren,mChildren);
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return numRenders;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind this Surface as a Framebuffer we can render to.
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*
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* @param time Present time, in milliseconds. The point: looking at this param the library can figure
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* out if this is the first time during present frame that this FBO is being set as output.
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* If so, the library, in addition to binding the Surface for output, also clears the
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* Surface's color and depth attachments.
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*/
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public void setAsOutput(long time)
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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if( mTime!=time )
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{
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mTime = time;
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DistortedRenderState.colorDepthOn();
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GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
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GLES30.glClearDepthf(mClearDepth);
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GLES30.glClear( GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
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* this Surface before each render.
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*
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* @param r the Red component. Default: 0.0f
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* @param g the Green component. Default: 0.0f
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* @param b the Blue component. Default: 0.0f
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* @param a the Alpha component. Default: 0.0f
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*/
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public void glClearColor(float r, float g, float b, float a)
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{
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mClearR = r;
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mClearG = g;
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mClearB = b;
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mClearA = a;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Set the Depth value of GLES30.glClearDepthf() to set up depth with which to clear
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* the Depth buffer of Surface before each render.
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*
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* @param d the Depth. Default: 1.0f
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*/
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public void glClearDepthf(float d)
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{
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mClearDepth = d;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create new Projection matrix.
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*
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* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
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* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
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* @param near Distance between the screen plane and the near plane.
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* Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
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* pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
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*/
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public void setProjection(float fov, float near)
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{
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if( fov < 180.0f && fov >=0.0f )
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{
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mFOV = fov;
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}
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if( near< 1.0f && near> 0.0f )
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{
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mNear= near;
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}
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else if( near<=0.0f )
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{
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mNear = 0.01f;
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}
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else if( near>=1.0f )
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{
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mNear=0.99f;
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}
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Resize the underlying Framebuffer.
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* <p>
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* This method can be safely called mid-render as it doesn't interfere with rendering.
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*
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* @param width The new width.
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* @param height The new height.
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*/
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public void resize(int width, int height)
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{
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if( mWidth!=width || mHeight!=height )
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{
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mWidth = width;
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mHeight= height;
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createProjection();
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if( mColorCreated==CREATED )
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{
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markForCreation();
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recreate();
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTH attachment and recreate it.
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*
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* @param enable <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
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* <bold>false</bold> if we want to detach the DEPTH attachment.
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*/
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public void enableDepth(boolean enable)
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{
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if( enable && mDepthCreated==DONT_CREATE )
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{
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mDepthCreated = NOT_CREATED_YET;
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markForCreation();
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}
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if( !enable && mDepthCreated!=DONT_CREATE )
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{
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mDepthCreated = DONT_CREATE;
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markForCreation();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return true if the Surface contains a DEPTH attachment.
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*
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* @return <bold>true</bold> if the FBO contains a DEPTH attachment.
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*/
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public boolean hasDepth()
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{
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return mDepthCreated==CREATED;
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}
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425
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new child to the last position in the list of our Surface's children.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* DistortedMaster (by calling doWork())
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*
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* @param node The new Node to add.
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*/
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public void attach(DistortedNode node)
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{
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mJobs.add(new Job(ATTACH,node,null));
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DistortedMaster.newSlave(this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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442
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/**
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* Adds a new child to the last position in the list of our Surface's children.
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* <p>
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445
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* DistortedMaster (by calling doWork())
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*
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* @param surface InputSurface to initialize our child Node with.
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* @param effects DistortedEffects to initialize our child Node with.
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* @param mesh MeshObject to initialize our child Node with.
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* @return the newly constructed child Node, or null if we couldn't allocate resources.
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*/
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public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
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{
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DistortedNode node = new DistortedNode(surface,effects,mesh);
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mJobs.add(new Job(ATTACH,node,null));
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DistortedMaster.newSlave(this);
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return node;
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}
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460
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461
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///////////////////////////////////////////////////////////////////////////////////////////////////
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462
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/**
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463
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* Removes the first occurrence of a specified child from the list of children of our Surface.
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464
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* <p>
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465
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* A bit questionable method as there can be many different Nodes attached as children, some
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* of them having the same Effects but - for instance - different Mesh. Use with care.
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467
|
* <p>
|
468
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
469
|
* DistortedMaster (by calling doWork())
|
470
|
*
|
471
|
* @param effects DistortedEffects to remove.
|
472
|
*/
|
473
|
public void detach(DistortedEffects effects)
|
474
|
{
|
475
|
long id = effects.getID();
|
476
|
DistortedNode node;
|
477
|
boolean detached = false;
|
478
|
|
479
|
for(int i=0; i<mNumChildren; i++)
|
480
|
{
|
481
|
node = mChildren.get(i);
|
482
|
|
483
|
if( node.getEffects().getID()==id )
|
484
|
{
|
485
|
detached = true;
|
486
|
mJobs.add(new Job(DETACH,node,null));
|
487
|
DistortedMaster.newSlave(this);
|
488
|
break;
|
489
|
}
|
490
|
}
|
491
|
|
492
|
if( !detached )
|
493
|
{
|
494
|
// if we failed to detach any, it still might be the case that
|
495
|
// there's an ATTACH job that we need to cancel.
|
496
|
int num = mJobs.size();
|
497
|
Job job;
|
498
|
|
499
|
for(int i=0; i<num; i++)
|
500
|
{
|
501
|
job = mJobs.get(i);
|
502
|
|
503
|
if( job.type==ATTACH && job.node.getEffects()==effects )
|
504
|
{
|
505
|
mJobs.remove(i);
|
506
|
break;
|
507
|
}
|
508
|
}
|
509
|
}
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
/**
|
514
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
515
|
* <p>
|
516
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
517
|
* DistortedMaster (by calling doWork())
|
518
|
*
|
519
|
* @param node The Node to remove.
|
520
|
*/
|
521
|
public void detach(DistortedNode node)
|
522
|
{
|
523
|
mJobs.add(new Job(DETACH,node,null));
|
524
|
DistortedMaster.newSlave(this);
|
525
|
}
|
526
|
|
527
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
528
|
/**
|
529
|
* Removes all children Nodes.
|
530
|
* <p>
|
531
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
532
|
* DistortedMaster (by calling doWork())
|
533
|
*/
|
534
|
public void detachAll()
|
535
|
{
|
536
|
mJobs.add(new Job(DETALL,null,null));
|
537
|
DistortedMaster.newSlave(this);
|
538
|
}
|
539
|
|
540
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
541
|
/**
|
542
|
* This is not really part of the public API. Has to be public only because it is a part of the
|
543
|
* DistortedSlave interface, which should really be a class that we extend here instead but
|
544
|
* Java has no multiple inheritance.
|
545
|
*
|
546
|
* @y.exclude
|
547
|
*/
|
548
|
public void doWork()
|
549
|
{
|
550
|
int num = mJobs.size();
|
551
|
Job job;
|
552
|
|
553
|
for(int i=0; i<num; i++)
|
554
|
{
|
555
|
job = mJobs.remove(0);
|
556
|
|
557
|
switch(job.type)
|
558
|
{
|
559
|
case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
|
560
|
job.node.setSurfaceParent(this);
|
561
|
DistortedMaster.addSorted(mChildren,job.node);
|
562
|
mNumChildren++;
|
563
|
break;
|
564
|
case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
|
565
|
{
|
566
|
job.node.setSurfaceParent(null);
|
567
|
mNumChildren--;
|
568
|
}
|
569
|
break;
|
570
|
case DETALL: if( mNumChildren>0 )
|
571
|
{
|
572
|
DistortedNode tmp;
|
573
|
|
574
|
for(int j=mNumChildren-1; j>=0; j--)
|
575
|
{
|
576
|
tmp = mChildren.remove(j);
|
577
|
tmp.setSurfaceParent(null);
|
578
|
}
|
579
|
|
580
|
mNumChildren = 0;
|
581
|
}
|
582
|
break;
|
583
|
case SORT : job.node.setPost(job.dep);
|
584
|
mChildren.remove(job.node);
|
585
|
DistortedMaster.addSorted(mChildren,job.node);
|
586
|
break;
|
587
|
}
|
588
|
}
|
589
|
}
|
590
|
}
|