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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 org.distorted.library.effectqueue.EffectQueuePostprocess;
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import org.distorted.library.mesh.MeshBase;
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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 InternalOutputSurface extends InternalSurface implements InternalChildrenList.Parent
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{
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public static final int NO_DEPTH_NO_STENCIL = 0;
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public static final int DEPTH_NO_STENCIL = 1;
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public static final int BOTH_DEPTH_STENCIL = 2;
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static final float DEFAULT_FOV = 60.0f;
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static final float DEFAULT_NEAR= 0.1f;
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private float mFOV;
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private long[] mTime;
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private float mClearR, mClearG, mClearB, mClearA, mClearDepth;
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private int mClear, mClearStencil;
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private boolean mRenderWayOIT;
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private InternalChildrenList mChildren;
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// Global buffers used for postprocessing
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private static DistortedFramebuffer[] mBuffer= new DistortedFramebuffer[EffectQuality.LENGTH];
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float mDistance, mNear, mMipmap;
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float[] mProjectionMatrix;
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int mDepthStencilCreated, mDepthStencil;
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int[] mDepthStencilH, mFBOH;
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int mRealWidth; // the Surface can be backed up by a texture larger than the viewport we have to it.
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int mRealHeight; // mWidth,mHeight are the sizes of the Viewport, those - sizes of the backing up texture.
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int mCurrFBO; // internal current FBO (see DistortedLibrary.FBO_QUEUE_SIZE)
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int mWidth, mHeight;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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InternalOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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{
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super(createColor,numfbos,numcolors,type);
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mRenderWayOIT = false;
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mCurrFBO = 0;
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mDepthStencilH = new int[numfbos];
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mFBOH = new int[numfbos];
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mTime = new long[numfbos];
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for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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mRealWidth = mWidth = width;
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mRealHeight= mHeight= height;
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mProjectionMatrix = new float[16];
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mFOV = DEFAULT_FOV;
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mNear= DEFAULT_NEAR;
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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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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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mChildren = new InternalChildrenList(this);
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createProjection()
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{
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if( mWidth>0 && mHeight>1 )
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{
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if( mFOV>0.0f ) // perspective projection
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{
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float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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float q = mWidth*mNear;
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float c = mHeight*mNear;
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float left = -q/2;
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float right = +q/2;
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float bottom = -c/2;
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float top = +c/2;
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float near = c/a;
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mDistance = mHeight/a;
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float far = 2*mDistance-near;
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Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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else // parallel projection
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{
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float left = -mWidth/2.0f;
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float right = +mWidth/2.0f;
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float bottom = -mHeight/2.0f;
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float top = +mHeight/2.0f;
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float near = mWidth+mHeight-mHeight*(1.0f-mNear);
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mDistance = mWidth+mHeight;
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float far = mWidth+mHeight+mHeight*(1.0f-mNear);
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void createPostprocessingBuffers(int quality, int width, int height, float near)
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{
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final float CLEAR_R = 1.0f;
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final float CLEAR_G = 1.0f;
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final float CLEAR_B = 1.0f;
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final float CLEAR_A = 0.0f;
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final float CLEAR_D = 1.0f;
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final int CLEAR_S = 0;
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float mipmap=1.0f;
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for (int j=0; j<quality; j++) mipmap *= EffectQuality.MULTIPLIER;
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mBuffer[quality] = new DistortedFramebuffer(DistortedLibrary.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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mBuffer[quality].mMipmap = mipmap;
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mBuffer[quality].mNear = near; // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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mBuffer[quality].glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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InternalObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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InternalRenderState.colorDepthStencilOn();
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GLES31.glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, CLEAR_A);
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GLES31.glClearDepthf(CLEAR_D);
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GLES31.glClearStencil(CLEAR_S);
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for(int k = 0; k< DistortedLibrary.FBO_QUEUE_SIZE; k++)
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{
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[quality].mFBOH[k]);
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[quality].mColorH[2*k+1], 0);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[quality].mColorH[2*k ], 0);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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}
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InternalRenderState.colorDepthStencilRestore();
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static synchronized void onDestroy()
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{
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for (int j=0; j<EffectQuality.LENGTH; j++)
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if( mBuffer[j]!=null )
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{
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mBuffer[j].markForDeletion();
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mBuffer[j] = null;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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//
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// Also, adjust the Buffers so their Projection is the same like the surface we are supposed to be
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// rendering to.
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private static void clonePostprocessingViewportAndProjection(InternalOutputSurface surface, InternalOutputSurface from)
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{
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if( surface.mWidth != from.mWidth || surface.mHeight != from.mHeight ||
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surface.mFOV != from.mFOV || surface.mNear != from.mNear )
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{
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surface.mWidth = (int)(from.mWidth *surface.mMipmap);
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surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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surface.mFOV = from.mFOV;
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surface.mNear = from.mNear; // Near plane is independent of the mipmap level
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surface.createProjection();
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int maxw = Math.max(surface.mWidth , surface.mRealWidth );
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int maxh = Math.max(surface.mHeight, surface.mRealHeight);
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if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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{
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surface.mRealWidth = maxw;
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surface.mRealHeight = maxh;
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surface.recreate();
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surface.create();
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int blitWithDepth(long currTime, InternalOutputSurface buffer, int fbo)
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{
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GLES31.glViewport(0, 0, mWidth, mHeight);
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setAsOutput(currTime);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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GLES31.glStencilMask(0x00);
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DistortedLibrary.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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// clear buffers
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GLES31.glStencilMask(0xff);
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GLES31.glDepthMask(true);
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GLES31.glColorMask(true,true,true,true);
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GLES31.glClearColor(buffer.mClearR,buffer.mClearG,buffer.mClearB,buffer.mClearA);
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GLES31.glClearDepthf(buffer.mClearDepth);
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GLES31.glClearStencil(buffer.mClearStencil);
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buffer.setAsOutput();
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo ], 0);
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void oitClear(InternalOutputSurface buffer)
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{
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int counter = DistortedLibrary.zeroOutAtomic();
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DistortedLibrary.oitClear(buffer,counter);
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GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int oitBuild(long time, InternalOutputSurface buffer, int fbo)
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{
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GLES31.glViewport(0, 0, mWidth, mHeight);
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setAsOutput(time);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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InternalRenderState.colorDepthStencilOn();
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InternalRenderState.enableDepthTest();
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DistortedLibrary.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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InternalRenderState.colorDepthStencilRestore();
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InternalRenderState.restoreDepthTest();
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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private int oitRender(long currTime, int fbo)
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{
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float corrW = getWidthCorrection();
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float corrH = getHeightCorrection();
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// Do the Collapse Pass only if we do have a Depth attachment.
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// Otherwise there's no point (in fact we then would create a feedback loop!)
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if( mDepthStencilH[fbo] != 0 )
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{
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
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InternalRenderState.switchOffColorDepthStencil();
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DistortedLibrary.oitCollapse(this, corrW, corrH);
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GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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}
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setAsOutput(currTime);
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InternalRenderState.switchColorDepthOnStencilOff();
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DistortedLibrary.oitRender(this, corrW, corrH);
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InternalRenderState.restoreColorDepthStencil();
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void clear()
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{
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InternalRenderState.colorDepthStencilOn();
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GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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GLES31.glClearDepthf(mClearDepth);
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GLES31.glClearStencil(mClearStencil);
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GLES31.glClear(mClear);
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InternalRenderState.colorDepthStencilRestore();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setCurrFBO(int fbo)
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{
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mCurrFBO = fbo;
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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 (lastQueue.postprocess) and merge it (this.oitBuild or blitWithDepth - depending
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// on the type of rendering)
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int renderChildren(long time, int numChildren, InternalChildrenList children, int fbo, boolean oit)
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{
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int numRenders=0, bucketChange=0;
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DistortedNode child;
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DistortedFramebuffer buffer=null;
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EffectQueuePostprocess lastQueue=null, currQueue;
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long lastBucket=0, currBucket;
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boolean renderDirectly=false;
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setCurrFBO(fbo);
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if( oit && numChildren>0 )
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{
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oitClear(this);
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}
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for(int i=0; i<numChildren; i++)
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{
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child = children.getChild(i);
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currQueue = (EffectQueuePostprocess)child.getEffects().getQueues()[3];
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currBucket= currQueue.getID();
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if( currBucket==0 )
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{
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setAsOutput(time);
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if( oit )
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{
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numRenders += child.drawOIT(time, this);
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GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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}
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else
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{
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numRenders += child.draw(time, this);
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}
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}
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else
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{
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int currQuality = currQueue.getQuality();
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401
|
if( mBuffer[currQuality]==null ) createPostprocessingBuffers(currQuality, mWidth, mHeight, mNear);
|
402
|
mBuffer[currQuality].setCurrFBO(fbo);
|
403
|
|
404
|
if( lastBucket!=currBucket )
|
405
|
{
|
406
|
if( lastBucket==0 )
|
407
|
{
|
408
|
clonePostprocessingViewportAndProjection(mBuffer[currQuality],this);
|
409
|
}
|
410
|
else
|
411
|
{
|
412
|
for(int j=bucketChange; j<i; j++)
|
413
|
{
|
414
|
DistortedNode node = children.getChild(j);
|
415
|
|
416
|
if( node.getSurface().setAsInput() )
|
417
|
{
|
418
|
buffer.setAsOutput();
|
419
|
numRenders += lastQueue.preprocess( buffer, node, buffer.mDistance, buffer.mMipmap, buffer.mProjectionMatrix );
|
420
|
}
|
421
|
}
|
422
|
numRenders += lastQueue.postprocess(buffer);
|
423
|
|
424
|
if( oit )
|
425
|
{
|
426
|
numRenders += oitBuild(time, buffer, fbo);
|
427
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
428
|
}
|
429
|
else
|
430
|
{
|
431
|
numRenders += blitWithDepth(time, buffer, fbo);
|
432
|
}
|
433
|
buffer.clearBuffer(fbo);
|
434
|
}
|
435
|
|
436
|
buffer= mBuffer[currQuality];
|
437
|
bucketChange= i;
|
438
|
renderDirectly = currQueue.getRender();
|
439
|
}
|
440
|
|
441
|
if( renderDirectly )
|
442
|
{
|
443
|
setAsOutput(time);
|
444
|
|
445
|
if( oit )
|
446
|
{
|
447
|
numRenders += child.drawOIT(time, this);
|
448
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
449
|
}
|
450
|
else
|
451
|
{
|
452
|
numRenders += child.draw(time, this);
|
453
|
}
|
454
|
}
|
455
|
else
|
456
|
{
|
457
|
buffer.setAsOutput(time);
|
458
|
child.drawNoBlend(time, buffer);
|
459
|
}
|
460
|
|
461
|
if( i==numChildren-1 )
|
462
|
{
|
463
|
for(int j=bucketChange; j<numChildren; j++)
|
464
|
{
|
465
|
DistortedNode node = children.getChild(j);
|
466
|
|
467
|
if( node.getSurface().setAsInput() )
|
468
|
{
|
469
|
buffer.setAsOutput();
|
470
|
numRenders += currQueue.preprocess( buffer, node, buffer.mDistance, buffer.mMipmap, buffer.mProjectionMatrix );
|
471
|
}
|
472
|
}
|
473
|
numRenders += currQueue.postprocess(buffer);
|
474
|
|
475
|
if( oit )
|
476
|
{
|
477
|
numRenders += oitBuild(time, buffer, fbo);
|
478
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
479
|
buffer.clearBuffer(fbo);
|
480
|
}
|
481
|
else
|
482
|
{
|
483
|
numRenders += blitWithDepth(time, buffer,fbo);
|
484
|
}
|
485
|
}
|
486
|
} // end else (postprocessed child)
|
487
|
|
488
|
lastQueue = currQueue;
|
489
|
lastBucket= currBucket;
|
490
|
} // end main for loop
|
491
|
|
492
|
if( oit && numChildren>0 )
|
493
|
{
|
494
|
numRenders += oitRender(time, fbo); // merge the OIT linked list
|
495
|
}
|
496
|
|
497
|
return numRenders;
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
/**
|
502
|
* Not part of the public API.
|
503
|
*
|
504
|
* @y.exclude
|
505
|
*/
|
506
|
public void adjustIsomorphism() { }
|
507
|
|
508
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
509
|
/**
|
510
|
* Not part of the Public API.
|
511
|
*
|
512
|
* @y.exclude
|
513
|
*/
|
514
|
public float getWidthCorrection()
|
515
|
{
|
516
|
return (float)mWidth/mRealWidth;
|
517
|
}
|
518
|
|
519
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
520
|
/**
|
521
|
* Not part of the Public API.
|
522
|
*
|
523
|
* @y.exclude
|
524
|
*/
|
525
|
public float getHeightCorrection()
|
526
|
{
|
527
|
return (float)mHeight/mRealHeight;
|
528
|
}
|
529
|
|
530
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
531
|
|
532
|
void clearBuffer(int fbo)
|
533
|
{
|
534
|
InternalRenderState.colorDepthStencilOn();
|
535
|
|
536
|
GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
537
|
GLES31.glClearDepthf(mClearDepth);
|
538
|
GLES31.glClearStencil(mClearStencil);
|
539
|
|
540
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
|
541
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
|
542
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
|
543
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo ], 0);
|
544
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
545
|
|
546
|
InternalRenderState.colorDepthStencilRestore();
|
547
|
}
|
548
|
|
549
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
550
|
|
551
|
void setAsOutput(long time)
|
552
|
{
|
553
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
|
554
|
|
555
|
if( mTime[mCurrFBO]!=time )
|
556
|
{
|
557
|
mTime[mCurrFBO] = time;
|
558
|
clear();
|
559
|
}
|
560
|
}
|
561
|
|
562
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
563
|
// PUBLIC API
|
564
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
565
|
/**
|
566
|
* Draws all the attached children to this OutputSurface's 0th FBO.
|
567
|
* <p>
|
568
|
* Must be called from a thread holding OpenGL Context.
|
569
|
*
|
570
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
571
|
* @return Number of objects rendered.
|
572
|
*/
|
573
|
public int render(long time)
|
574
|
{
|
575
|
return render(time,0);
|
576
|
}
|
577
|
|
578
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
579
|
/**
|
580
|
* Draws all the attached children to this OutputSurface.
|
581
|
* <p>
|
582
|
* Must be called from a thread holding OpenGL Context.
|
583
|
*
|
584
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
585
|
* @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
|
586
|
* @return Number of objects rendered.
|
587
|
*/
|
588
|
public int render(long time, int fbo)
|
589
|
{
|
590
|
InternalMaster.toDo();
|
591
|
toDo();
|
592
|
InternalRenderState.reset();
|
593
|
|
594
|
int numRenders=0, numChildren = mChildren.getNumChildren();
|
595
|
DistortedNode node;
|
596
|
long oldBucket=0, newBucket;
|
597
|
|
598
|
for(int i=0; i<numChildren; i++)
|
599
|
{
|
600
|
node = mChildren.getChild(i);
|
601
|
newBucket = node.getBucket();
|
602
|
numRenders += node.renderRecursive(time);
|
603
|
if( newBucket<oldBucket ) mChildren.rearrangeByBuckets(i,newBucket);
|
604
|
else oldBucket=newBucket;
|
605
|
}
|
606
|
|
607
|
numRenders += renderChildren(time,numChildren,mChildren,fbo, mRenderWayOIT);
|
608
|
|
609
|
return numRenders;
|
610
|
}
|
611
|
|
612
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
613
|
/**
|
614
|
* Bind this Surface as a Framebuffer we can render to.
|
615
|
* <p>
|
616
|
* This version does not attempt to clear anything.
|
617
|
*/
|
618
|
public void setAsOutput()
|
619
|
{
|
620
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
|
621
|
}
|
622
|
|
623
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
624
|
/**
|
625
|
* Return the Near plane of the Projection included in the Surface.
|
626
|
*
|
627
|
* @return the Near plane.
|
628
|
*/
|
629
|
public float getNear()
|
630
|
{
|
631
|
return mNear;
|
632
|
}
|
633
|
|
634
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
635
|
/**
|
636
|
* Set mipmap level.
|
637
|
* <p>
|
638
|
* Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
|
639
|
* one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
|
640
|
* Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
|
641
|
* such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
|
642
|
* scene will end up looking identical no matter which object we render to. Identical, that is, except
|
643
|
* for the loss of quality and gain in speed associated with rendering to a smaller Surface.
|
644
|
* <p>
|
645
|
* Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
|
646
|
* mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
|
647
|
* and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
|
648
|
* in the second case the move vector (100,100) will be auto-scaled to (50,50).
|
649
|
*
|
650
|
* @param mipmap The mipmap level. Acceptable range: 0<mipmap<infinity, although mipmap>1
|
651
|
* does not make any sense (that would result in loss of speed and no gain in quality)
|
652
|
*/
|
653
|
public void setMipmap(float mipmap)
|
654
|
{
|
655
|
mMipmap = mipmap;
|
656
|
}
|
657
|
|
658
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
659
|
/**
|
660
|
* Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
|
661
|
* this Surface at the beginning of each frame.
|
662
|
*
|
663
|
* @param r the Red component. Default: 0.0f
|
664
|
* @param g the Green component. Default: 0.0f
|
665
|
* @param b the Blue component. Default: 0.0f
|
666
|
* @param a the Alpha component. Default: 0.0f
|
667
|
*/
|
668
|
public void glClearColor(float r, float g, float b, float a)
|
669
|
{
|
670
|
mClearR = r;
|
671
|
mClearG = g;
|
672
|
mClearB = b;
|
673
|
mClearA = a;
|
674
|
}
|
675
|
|
676
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
677
|
/**
|
678
|
* Uses glClearDepthf() to set up a value with which to clear
|
679
|
* the Depth buffer of our Surface at the beginning of each frame.
|
680
|
*
|
681
|
* @param d the Depth. Default: 1.0f
|
682
|
*/
|
683
|
public void glClearDepthf(float d)
|
684
|
{
|
685
|
mClearDepth = d;
|
686
|
}
|
687
|
|
688
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
689
|
/**
|
690
|
* Uses glClearStencil() to set up a value with which to clear the
|
691
|
* Stencil buffer of our Surface at the beginning of each frame.
|
692
|
*
|
693
|
* @param s the Stencil. Default: 0
|
694
|
*/
|
695
|
public void glClearStencil(int s)
|
696
|
{
|
697
|
mClearStencil = s;
|
698
|
}
|
699
|
|
700
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
701
|
/**
|
702
|
* Which buffers to Clear at the beginning of each frame?
|
703
|
* <p>
|
704
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
705
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
706
|
* Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
|
707
|
*
|
708
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
709
|
*/
|
710
|
public void glClear(int mask)
|
711
|
{
|
712
|
mClear = mask;
|
713
|
}
|
714
|
|
715
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
716
|
/**
|
717
|
* Create new Projection matrix.
|
718
|
*
|
719
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
720
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
721
|
* @param near The Near plane.
|
722
|
*/
|
723
|
public void setProjection(float fov, float near)
|
724
|
{
|
725
|
if( fov < 180.0f && fov >=0.0f )
|
726
|
{
|
727
|
mFOV = fov;
|
728
|
}
|
729
|
|
730
|
if( near< 1.0f && near> 0.0f )
|
731
|
{
|
732
|
mNear= near;
|
733
|
}
|
734
|
else if( near<=0.0f )
|
735
|
{
|
736
|
mNear = 0.01f;
|
737
|
}
|
738
|
else if( near>=1.0f )
|
739
|
{
|
740
|
mNear=0.99f;
|
741
|
}
|
742
|
|
743
|
for(int j=0; j<EffectQuality.LENGTH; j++)
|
744
|
{
|
745
|
if( mBuffer[j]!=null ) mBuffer[j].mNear = mNear;
|
746
|
}
|
747
|
|
748
|
createProjection();
|
749
|
}
|
750
|
|
751
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
752
|
/**
|
753
|
* Return the vertical field of view angle.
|
754
|
*
|
755
|
* @return Vertival Field of View Angle, in degrees.
|
756
|
*/
|
757
|
public float getFOV()
|
758
|
{
|
759
|
return mFOV;
|
760
|
}
|
761
|
|
762
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
763
|
/**
|
764
|
* Resize the underlying Framebuffer.
|
765
|
* <p>
|
766
|
* This method can be safely called mid-render as it doesn't interfere with rendering.
|
767
|
*
|
768
|
* @param width The new width.
|
769
|
* @param height The new height.
|
770
|
*/
|
771
|
public void resize(int width, int height)
|
772
|
{
|
773
|
if( mWidth!=width || mHeight!=height )
|
774
|
{
|
775
|
mWidth = mRealWidth = width;
|
776
|
mHeight= mRealHeight= height;
|
777
|
|
778
|
createProjection();
|
779
|
|
780
|
if( mColorCreated==CREATED )
|
781
|
{
|
782
|
markForCreation();
|
783
|
recreate();
|
784
|
}
|
785
|
}
|
786
|
}
|
787
|
|
788
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
789
|
/**
|
790
|
* Return true if the Surface contains a DEPTH attachment.
|
791
|
*
|
792
|
* @return <bold>true</bold> if the Surface contains a DEPTH attachment.
|
793
|
*/
|
794
|
public boolean hasDepth()
|
795
|
{
|
796
|
return mDepthStencilCreated==CREATED;
|
797
|
}
|
798
|
|
799
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
800
|
/**
|
801
|
* Return true if the Surface contains a STENCIL attachment.
|
802
|
*
|
803
|
* @return <bold>true</bold> if the Surface contains a STENCIL attachment.
|
804
|
*/
|
805
|
public boolean hasStencil()
|
806
|
{
|
807
|
return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
|
808
|
}
|
809
|
|
810
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
811
|
/**
|
812
|
* When rendering this Node, should we use the Order Independent Transparency render mode?
|
813
|
* <p>
|
814
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
815
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
816
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
817
|
*
|
818
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
819
|
*/
|
820
|
public void setOrderIndependentTransparency(boolean oit)
|
821
|
{
|
822
|
mRenderWayOIT = oit;
|
823
|
}
|
824
|
|
825
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
826
|
/**
|
827
|
* When rendering this Node, should we use the Order Independent Transparency render mode?
|
828
|
* <p>
|
829
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
830
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
831
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
832
|
*
|
833
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
834
|
* @param initialSize Initial number of transparent fragments we expect, in screenfuls.
|
835
|
* I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
|
836
|
* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0
|
837
|
* Even if you get this wrong, the library will detect that there are more
|
838
|
* transparent fragments than it has space for and readjust its internal buffers,
|
839
|
* but only after a few frames during which one will probably see missing objects.
|
840
|
*/
|
841
|
public void setOrderIndependentTransparency(boolean oit, float initialSize)
|
842
|
{
|
843
|
mRenderWayOIT = oit;
|
844
|
|
845
|
if( initialSize>0.0f && initialSize<10.0f )
|
846
|
{
|
847
|
DistortedLibrary.setSSBOSize(initialSize);
|
848
|
}
|
849
|
}
|
850
|
|
851
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
852
|
/**
|
853
|
* Adds a new child to the last position in the list of our Surface's children.
|
854
|
* <p>
|
855
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
856
|
* InternalMaster (by calling doWork())
|
857
|
*
|
858
|
* @param node The new Node to add.
|
859
|
*/
|
860
|
public void attach(DistortedNode node)
|
861
|
{
|
862
|
mChildren.attach(node);
|
863
|
}
|
864
|
|
865
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
866
|
/**
|
867
|
* Adds a new child to the last position in the list of our Surface's children.
|
868
|
* <p>
|
869
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
870
|
* InternalMaster (by calling doWork())
|
871
|
*
|
872
|
* @param surface InputSurface to initialize our child Node with.
|
873
|
* @param effects DistortedEffects to initialize our child Node with.
|
874
|
* @param mesh MeshBase to initialize our child Node with.
|
875
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
876
|
*/
|
877
|
public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
|
878
|
{
|
879
|
return mChildren.attach(surface,effects,mesh);
|
880
|
}
|
881
|
|
882
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
883
|
/**
|
884
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
885
|
* <p>
|
886
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
887
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
888
|
* <p>
|
889
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
890
|
* InternalMaster (by calling doWork())
|
891
|
*
|
892
|
* @param effects DistortedEffects to remove.
|
893
|
*/
|
894
|
public void detach(DistortedEffects effects)
|
895
|
{
|
896
|
mChildren.detach(effects);
|
897
|
}
|
898
|
|
899
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
900
|
/**
|
901
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
902
|
* <p>
|
903
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
904
|
* InternalMaster (by calling doWork())
|
905
|
*
|
906
|
* @param node The Node to remove.
|
907
|
*/
|
908
|
public void detach(DistortedNode node)
|
909
|
{
|
910
|
mChildren.detach(node);
|
911
|
}
|
912
|
|
913
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
914
|
/**
|
915
|
* Removes all children Nodes.
|
916
|
* <p>
|
917
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
918
|
* InternalMaster (by calling doWork())
|
919
|
*/
|
920
|
public void detachAll()
|
921
|
{
|
922
|
mChildren.detachAll();
|
923
|
}
|
924
|
|
925
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
926
|
/**
|
927
|
* Return the width of this Surface.
|
928
|
*
|
929
|
* @return width of the Object, in pixels.
|
930
|
*/
|
931
|
public int getWidth()
|
932
|
{
|
933
|
return mWidth;
|
934
|
}
|
935
|
|
936
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
937
|
/**
|
938
|
* Return the height of this Surface.
|
939
|
*
|
940
|
* @return height of the Object, in pixels.
|
941
|
*/
|
942
|
public int getHeight()
|
943
|
{
|
944
|
return mHeight;
|
945
|
}
|
946
|
}
|