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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 79e354b0

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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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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  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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    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 )
198
      {
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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
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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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271
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
273
      else             // parallel projection
274
        {
275
        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);
280
        mDistance    = mWidth+mHeight;
281
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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283
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
284
        }
285
      }
286
    }
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288
///////////////////////////////////////////////////////////////////////////////////////////////////
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290
  private static void createBuffers(int width, int height, float near)
291
    {
292
    float mipmap=1.0f;
293

    
294
    for(int j=0; j<EffectQuality.LENGTH; j++)
295
      {
296
      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
297
      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
300

    
301
      mipmap *= EffectQuality.MULTIPLIER;
302
      }
303

    
304
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
305

    
306
    GLES31.glStencilMask(0xff);
307
    GLES31.glDepthMask(true);
308
    GLES31.glColorMask(true,true,true,true);
309
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
310
    GLES31.glClearDepthf(1.0f);
311
    GLES31.glClearStencil(0);
312

    
313
    for(int j=0; j<EffectQuality.LENGTH; j++)
314
      {
315
      mBuffer[j].setAsOutput();
316
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
317
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
318
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
319
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
320
      }
321
    }
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323
///////////////////////////////////////////////////////////////////////////////////////////////////
324

    
325
  static synchronized void onDestroy()
326
    {
327
    for(int j=0; j<EffectQuality.LENGTH; j++)
328
      {
329
      mBuffer[j] = null;
330
      }
331
    }
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333
///////////////////////////////////////////////////////////////////////////////////////////////////
334

    
335
  private static void cloneViewport(DistortedOutputSurface from)
336
    {
337
    if( mBuffer[0].mWidth != from.mWidth )
338
      {
339
      DistortedOutputSurface surface;
340

    
341
      for(int i=0; i<EffectQuality.LENGTH; i++)
342
        {
343
        surface = mBuffer[i];
344

    
345
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
346
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
347

    
348
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
349

    
350
        android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
351

    
352
        surface.createProjection();
353

    
354
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
355
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
356

    
357
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
358
          {
359
          surface.mRealWidth = maxw;
360
          surface.mRealHeight = maxh;
361

    
362
          surface.recreateSurface();
363
          surface.createSurface();
364
          }
365
        }
366
      }
367
    }
368

    
369
///////////////////////////////////////////////////////////////////////////////////////////////////
370

    
371
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
372
    {
373
    GLES31.glViewport(0, 0, mWidth, mHeight);
374
    setAsOutput(currTime);
375
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
376
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
377
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
378
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
379

    
380
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
381
    GLES31.glStencilMask(0x00);
382

    
383
    DistortedEffects.blitDepthPriv(this);
384
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
385
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
386
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
387
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
388

    
389
    // clear buffers
390
    GLES31.glStencilMask(0xff);
391
    GLES31.glDepthMask(true);
392
    GLES31.glColorMask(true,true,true,true);
393
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
394
    GLES31.glClearDepthf(1.0f);
395
    GLES31.glClearStencil(0);
396

    
397
    buffer.setAsOutput();
398
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
399
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
400
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
401
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
402

    
403
    return 1;
404
    }
405

    
406
///////////////////////////////////////////////////////////////////////////////////////////////////
407
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
408
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
409
// to a whole buffer and merge it.
410

    
411
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
412
    {
413
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
414
    DistortedNode child1, child2;
415
    EffectQueuePostprocess lastQueue=null, currQueue;
416
    long lastBucket=0, currBucket;
417

    
418
    for(int i=0; i<numChildren; i++)
419
      {
420
      child1 = children.get(i);
421
      currQueue = child1.getPostprocessQueue();
422
      currBucket= currQueue.getID();
423

    
424
      if( currBucket==0 ) numRenders += child1.draw(time,this);
425
      else
426
        {
427
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
428

    
429
        if( lastBucket!=currBucket )
430
          {
431
          if( lastBucket!=0 )
432
            {
433
            for(int j=bucketChange; j<i; j++)
434
              {
435
              child2 = children.get(j);
436
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
437
              }
438

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

    
443
          internalQuality = currQueue.getInternalQuality();
444
          quality         = currQueue.getQuality();
445
          bucketChange    = i;
446

    
447
          cloneViewport(this);
448
          }
449

    
450
        child1.draw(time,mBuffer[quality]);
451

    
452
        if( i==numChildren-1 )
453
          {
454
          for(int j=bucketChange; j<numChildren; j++)
455
            {
456
            child2 = children.get(j);
457
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
458
            }
459

    
460
          numRenders += currQueue.postprocess(mBuffer);
461
          numRenders += blitWithDepth(time, mBuffer[quality]);
462
          }
463
        }
464

    
465
      lastQueue = currQueue;
466
      lastBucket= currBucket;
467
      }
468

    
469
    return numRenders;
470
    }
471

    
472
///////////////////////////////////////////////////////////////////////////////////////////////////
473

    
474
  ArrayList<DistortedNode> getChildren()
475
    {
476
    return mChildren;
477
    }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480
// PUBLIC API
481
///////////////////////////////////////////////////////////////////////////////////////////////////
482
/**
483
 * Make the library show various debugging information.
484
 * <p>
485
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
486
 *
487
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
488
 */
489
  public void setDebug(int bitmask)
490
    {
491
    if( this instanceof DistortedScreen )
492
      mDebugLevel = bitmask;
493
    }
494

    
495
///////////////////////////////////////////////////////////////////////////////////////////////////
496

    
497
/**
498
 * Draws all the attached children to this OutputSurface.
499
 * <p>
500
 * Must be called from a thread holding OpenGL Context.
501
 *
502
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
503
 * @return Number of objects rendered.
504
 */
505
  public int render(long time)
506
    {
507
    if( mDebugLevel!=0 ) prepareDebug(time);
508

    
509
    // change tree topology (attach and detach children)
510
/*
511
    boolean changed1 =
512
*/
513
    DistortedMaster.toDo();
514
/*
515
    if( changed1 )
516
      {
517
      for(int i=0; i<mNumChildren; i++)
518
        {
519
        mChildren.get(i).debug(0);
520
        }
521

    
522
      DistortedNode.debugMap();
523
      }
524
*/
525
    // create and delete all underlying OpenGL resources
526
    // Watch out: FIRST change topology, only then deal
527
    // with OpenGL resources. That's because changing Tree
528
    // can result in additional Framebuffers that would need
529
    // to be created immediately, before the calls to drawRecursive()
530
/*
531
    boolean changed2 =
532
*/
533
    toDo();
534
/*
535
    if( changed2 )
536
      {
537
      DistortedObject.debugLists();
538
      }
539
*/
540
    // mark OpenGL state as unknown
541
    DistortedRenderState.reset();
542

    
543
    int numRenders=0;
544

    
545
    for(int i=0; i<mNumChildren; i++)
546
      {
547
      numRenders += mChildren.get(i).renderRecursive(time);
548
      }
549

    
550
    setAsOutput(time);
551
    numRenders += renderChildren(time,mNumChildren,mChildren);
552

    
553
    if( mDebugLevel != 0 ) renderDebug(time);
554

    
555
    return numRenders;
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Bind this Surface as a Framebuffer we can render to.
561
 *
562
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
563
 *             out if this is the first time during present frame that this FBO is being set as output.
564
 *             If so, the library, in addition to binding the Surface for output, also clears the
565
 *             Surface's color and depth attachments.
566
 */
567
  public void setAsOutput(long time)
568
    {
569
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
570

    
571
    if( mTime!=time )
572
      {
573
      mTime = time;
574
      DistortedRenderState.colorDepthStencilOn();
575
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
576
      GLES31.glClearDepthf(mClearDepth);
577
      GLES31.glClearStencil(mClearStencil);
578
      GLES31.glClear(mClear);
579
      DistortedRenderState.colorDepthStencilRestore();
580

    
581
      if( mSSBO[0]>=0 )
582
        {
583
        // yes, this DOES keep on working when 'value' overflows into negative territory.
584
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
585
/*
586
        if( value-mLastValue[mLastIndex]!=mLastDiff )
587
          {
588
          android.util.Log.d("surface", "id " + mSurfaceID +
589
                             (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
590
                             " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
591
                             + " avg: " + (mAvgSum/RUNNING_AVERAGE)
592
                            );
593
          }
594
*/
595
        mLastDiff = value-mLastValue[mLastIndex];
596
        mLastValue[mLastIndex] = value;
597

    
598
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
599
        mRunningAvg[mAvgIndex] = mLastDiff;
600
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
601
        }
602

    
603
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
604
      }
605
    }
606

    
607
///////////////////////////////////////////////////////////////////////////////////////////////////
608
/**
609
 * Bind this Surface as a Framebuffer we can render to.
610
 * <p>
611
 * This version does not attempt to clear anything.
612
 */
613

    
614
  public void setAsOutput()
615
    {
616
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
617
    }
618

    
619
///////////////////////////////////////////////////////////////////////////////////////////////////
620
/**
621
 * Return the Near plane of the Projection included in the Surface.
622
 *
623
 * @return the Near plane.
624
 */
625
  public float getNear()
626
    {
627
    return mNear;
628
    }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Set mipmap level.
633
 * <p>
634
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
635
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
636
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
637
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
638
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
639
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
640
 * <p>
641
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
642
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
643
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
644
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
645
 *
646
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
647
 *               does not make any sense (that would result in loss of speed and no gain in quality)
648
 */
649
  public void setMipmap(float mipmap)
650
    {
651
    mMipmap = mipmap;
652
    }
653

    
654
///////////////////////////////////////////////////////////////////////////////////////////////////
655
/**
656
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
657
 * this Surface at the beginning of each frame.
658
 *
659
 * @param r the Red component. Default: 0.0f
660
 * @param g the Green component. Default: 0.0f
661
 * @param b the Blue component. Default: 0.0f
662
 * @param a the Alpha component. Default: 0.0f
663
 */
664
  public void glClearColor(float r, float g, float b, float a)
665
    {
666
    mClearR = r;
667
    mClearG = g;
668
    mClearB = b;
669
    mClearA = a;
670
    }
671

    
672
///////////////////////////////////////////////////////////////////////////////////////////////////
673
/**
674
 * Uses glClearDepthf() to set up a value with which to clear
675
 * the Depth buffer of our Surface at the beginning of each frame.
676
 *
677
 * @param d the Depth. Default: 1.0f
678
 */
679
  public void glClearDepthf(float d)
680
    {
681
    mClearDepth = d;
682
    }
683

    
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
/**
686
 * Uses glClearStencil() to set up a value with which to clear the
687
 * Stencil buffer of our Surface at the beginning of each frame.
688
 *
689
 * @param s the Stencil. Default: 0
690
 */
691
  public void glClearStencil(int s)
692
    {
693
    mClearStencil = s;
694
    }
695

    
696
///////////////////////////////////////////////////////////////////////////////////////////////////
697
/**
698
 * Which buffers to Clear at the beginning of each frame?
699
 * <p>
700
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
701
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
702
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
703
 *
704
 * @param mask bitwise OR of BUFFER_BITs to clear.
705
 */
706
  public void glClear(int mask)
707
    {
708
    mClear = mask;
709
    }
710

    
711
///////////////////////////////////////////////////////////////////////////////////////////////////
712
/**
713
 * Create new Projection matrix.
714
 *
715
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
716
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
717
 * @param near Distance between the screen plane and the near plane.
718
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
719
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
720
 */
721
  public void setProjection(float fov, float near)
722
    {
723
    if( fov < 180.0f && fov >=0.0f )
724
      {
725
      mFOV = fov;
726
      }
727

    
728
    if( near<   1.0f && near> 0.0f )
729
      {
730
      mNear= near;
731
      }
732
    else if( near<=0.0f )
733
      {
734
      mNear = 0.01f;
735
      }
736
    else if( near>=1.0f )
737
      {
738
      mNear=0.99f;
739
      }
740

    
741
    if( mBuffer[0]!=null )
742
      {
743
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
744
      }
745

    
746
    createProjection();
747
    }
748

    
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Resize the underlying Framebuffer.
752
 * <p>
753
 * This method can be safely called mid-render as it doesn't interfere with rendering.
754
 *
755
 * @param width The new width.
756
 * @param height The new height.
757
 */
758
  public void resize(int width, int height)
759
    {
760
    if( mWidth!=width || mHeight!=height )
761
      {
762
      mWidth = mRealWidth = width;
763
      mHeight= mRealHeight= height;
764

    
765
      createProjection();
766

    
767
      if( mColorCreated==CREATED )
768
        {
769
        markForCreation();
770
        recreate();
771
        }
772
      }
773
    }
774

    
775
///////////////////////////////////////////////////////////////////////////////////////////////////
776
/**
777
 * Return true if the Surface contains a DEPTH attachment.
778
 *
779
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
780
 */
781
  public boolean hasDepth()
782
    {
783
    return mDepthStencilCreated==CREATED;
784
    }
785

    
786
///////////////////////////////////////////////////////////////////////////////////////////////////
787
/**
788
 * Return true if the Surface contains a STENCIL attachment.
789
 *
790
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
791
 */
792
  public boolean hasStencil()
793
    {
794
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
795
    }
796

    
797
///////////////////////////////////////////////////////////////////////////////////////////////////
798
/**
799
 * Adds a new child to the last position in the list of our Surface's children.
800
 * <p>
801
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
802
 * DistortedMaster (by calling doWork())
803
 *
804
 * @param node The new Node to add.
805
 */
806
  public void attach(DistortedNode node)
807
    {
808
    mJobs.add(new Job(ATTACH,node));
809
    DistortedMaster.newSlave(this);
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813
/**
814
 * Adds a new child to the last position in the list of our Surface's children.
815
 * <p>
816
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
817
 * DistortedMaster (by calling doWork())
818
 *
819
 * @param surface InputSurface to initialize our child Node with.
820
 * @param effects DistortedEffects to initialize our child Node with.
821
 * @param mesh MeshObject to initialize our child Node with.
822
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
823
 */
824
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
825
    {
826
    DistortedNode node = new DistortedNode(surface,effects,mesh);
827
    mJobs.add(new Job(ATTACH,node));
828
    DistortedMaster.newSlave(this);
829
    return node;
830
    }
831

    
832
///////////////////////////////////////////////////////////////////////////////////////////////////
833
/**
834
 * Removes the first occurrence of a specified child from the list of children of our Surface.
835
 * <p>
836
 * A bit questionable method as there can be many different Nodes attached as children, some
837
 * of them having the same Effects but - for instance - different Mesh. Use with care.
838
 * <p>
839
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
840
 * DistortedMaster (by calling doWork())
841
 *
842
 * @param effects DistortedEffects to remove.
843
 */
844
  public void detach(DistortedEffects effects)
845
    {
846
    long id = effects.getID();
847
    DistortedNode node;
848
    boolean detached = false;
849

    
850
    for(int i=0; i<mNumChildren; i++)
851
      {
852
      node = mChildren.get(i);
853

    
854
      if( node.getEffects().getID()==id )
855
        {
856
        detached = true;
857
        mJobs.add(new Job(DETACH,node));
858
        DistortedMaster.newSlave(this);
859
        break;
860
        }
861
      }
862

    
863
    if( !detached )
864
      {
865
      // if we failed to detach any, it still might be the case that
866
      // there's an ATTACH job that we need to cancel.
867
      int num = mJobs.size();
868
      Job job;
869

    
870
      for(int i=0; i<num; i++)
871
        {
872
        job = mJobs.get(i);
873

    
874
        if( job.type==ATTACH && job.node.getEffects()==effects )
875
          {
876
          mJobs.remove(i);
877
          break;
878
          }
879
        }
880
      }
881
    }
882

    
883
///////////////////////////////////////////////////////////////////////////////////////////////////
884
/**
885
 * Removes the first occurrence of a specified child from the list of children of our Surface.
886
 * <p>
887
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
888
 * DistortedMaster (by calling doWork())
889
 *
890
 * @param node The Node to remove.
891
 */
892
  public void detach(DistortedNode node)
893
    {
894
    mJobs.add(new Job(DETACH,node));
895
    DistortedMaster.newSlave(this);
896
    }
897

    
898
///////////////////////////////////////////////////////////////////////////////////////////////////
899
/**
900
 * Removes all children Nodes.
901
 * <p>
902
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
903
 * DistortedMaster (by calling doWork())
904
 */
905
  public void detachAll()
906
    {
907
    mJobs.add(new Job(DETALL,null));
908
    DistortedMaster.newSlave(this);
909
    }
910

    
911
///////////////////////////////////////////////////////////////////////////////////////////////////
912
/**
913
 * This is not really part of the public API. Has to be public only because it is a part of the
914
 * DistortedSlave interface, which should really be a class that we extend here instead but
915
 * Java has no multiple inheritance.
916
 *
917
 * @y.exclude
918
 */
919
  public void doWork()
920
    {
921
    int num = mJobs.size();
922
    Job job;
923

    
924
    for(int i=0; i<num; i++)
925
      {
926
      job = mJobs.remove(0);
927

    
928
      switch(job.type)
929
        {
930
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
931
                     job.node.setSurfaceParent(this);
932
                     DistortedMaster.addSorted(mChildren,job.node);
933
                     mNumChildren++;
934
                     break;
935
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
936
                       {
937
                       job.node.setSurfaceParent(null);
938
                       mNumChildren--;
939
                       }
940
                     break;
941
        case DETALL: if( mNumChildren>0 )
942
                       {
943
                       DistortedNode tmp;
944

    
945
                       for(int j=mNumChildren-1; j>=0; j--)
946
                         {
947
                         tmp = mChildren.remove(j);
948
                         tmp.setSurfaceParent(null);
949
                         }
950

    
951
                       mNumChildren = 0;
952
                       }
953
                     break;
954
        case SORT  : mChildren.remove(job.node);
955
                     DistortedMaster.addSorted(mChildren,job.node);
956
                     break;
957
        }
958
      }
959
    }
960
}
(9-9/22)