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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 86c352e0

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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.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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/**
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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 boolean mRenderWayOIT;
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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=null;
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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;
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  int[] mFBOH;
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  private long[] mTime;
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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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  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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  DistortedOutputSurface(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(width,height,createColor,numfbos,numcolors,type);
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    mRenderWayOIT = false;
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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 = 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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    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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  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 width, int height, float near)
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    {
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    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      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);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    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(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].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[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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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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    if( mBuffer!=null )
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      {
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      for (int j = 0; j < EffectQuality.LENGTH; j++)
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        {
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        mBuffer[j] = null;
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        }
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      mBuffer = 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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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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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.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
262
          {
263
          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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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
276
    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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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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    DistortedEffects.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(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutputFBO(fbo);
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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;
308
    }
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310
///////////////////////////////////////////////////////////////////////////////////////////////////
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312
  private static void oitClear(DistortedOutputSurface buffer)
313
    {
314
    DistortedEffects.zeroOutAtomic();
315
    DistortedEffects.oitClear(buffer);
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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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321
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
322
    {
323
    GLES31.glViewport(0, 0, mWidth, mHeight);
324
    setAsOutputFBO(time,fbo);
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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);
328
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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330
    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.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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339
    DistortedRenderState.colorDepthStencilRestore();
340
    DistortedRenderState.restoreDepthTest();
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342
    return 1;
343
    }
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345
///////////////////////////////////////////////////////////////////////////////////////////////////
346
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
347

    
348
  private int oitRender(long currTime, int fbo)
349
    {
350
    float corrW = getWidthCorrection();
351
    float corrH = getHeightCorrection();
352

    
353
    // Do the Collapse Pass only if we do have a Depth attachment.
354
    // Otherwise there's no point (in fact we then would create a feedback loop!)
355

    
356
    if( mDepthStencilH[fbo] != 0 )
357
      {
358
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
359
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
360
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
361
      DistortedRenderState.switchOffColorDepthStencil();
362
      DistortedEffects.oitCollapse(this, corrW, corrH);
363
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
364
      }
365

    
366
    setAsOutputFBO(currTime,fbo);
367
    DistortedRenderState.switchColorDepthOnStencilOff();
368
    DistortedEffects.oitRender(this, corrW, corrH);
369
    DistortedRenderState.restoreColorDepthStencil();
370

    
371
    return 1;
372
    }
373

    
374
///////////////////////////////////////////////////////////////////////////////////////////////////
375

    
376
  void clear()
377
    {
378
    DistortedRenderState.colorDepthStencilOn();
379
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
380
    GLES31.glClearDepthf(mClearDepth);
381
    GLES31.glClearStencil(mClearStencil);
382
    GLES31.glClear(mClear);
383
    DistortedRenderState.colorDepthStencilRestore();
384
    }
385

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

    
391
/*
392
int renderChildren1(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
393
  {
394
  oitClear(this);
395
  setAsOutputFBO(time,fbo);
396
  mChildren.get(0).drawOIT(time, this);
397
  GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
398
  oitRender(time, fbo);
399

    
400
  return 0;
401
  }
402
*/
403

    
404
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
405
    {
406
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
407
    DistortedNode child1, child2;
408
    EffectQueuePostprocess lastQueue=null, currQueue;
409
    long lastBucket=0, currBucket;
410

    
411
    if( oit && numChildren>0 )
412
      {
413
      oitClear(this);
414
      }
415

    
416
    for(int i=0; i<numChildren; i++)
417
      {
418
      child1 = children.get(i);
419
      currQueue = child1.getPostprocessQueue();
420
      currBucket= currQueue.getID();
421

    
422
      if( currBucket==0 )
423
        {
424
        setAsOutputFBO(time,fbo);
425

    
426
        if( oit )
427
          {
428
          numRenders += child1.drawOIT(time, this);
429
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
430
          }
431
        else
432
          {
433
          numRenders += child1.draw(time, this);
434
          }
435
        }
436
      else
437
        {
438
        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
439

    
440
        if( lastBucket!=currBucket )
441
          {
442
          if( lastBucket==0 )
443
            {
444
            clonePostprocessingViewport(this);
445
            }
446
          else
447
            {
448
            for(int j=bucketChange; j<i; j++)
449
              {
450
              child2 = children.get(j);
451
              mBuffer[internalQuality].setAsOutputFBO(fbo);
452
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
453
              }
454

    
455
            numRenders += lastQueue.postprocess(mBuffer,fbo);
456

    
457
            if( oit )
458
              {
459
              numRenders += oitBuild(time, mBuffer[quality], fbo);
460
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
461
              }
462
            else
463
              {
464
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
465
              }
466
            mBuffer[quality].clearBuffer(fbo);
467
            }
468

    
469
          internalQuality = currQueue.getInternalQuality();
470
          quality         = currQueue.getQuality();
471
          bucketChange    = i;
472
          }
473

    
474
        mBuffer[quality].setAsOutputFBO(time,fbo);
475
        child1.drawNoBlend(time,mBuffer[quality]);
476

    
477
        if( i==numChildren-1 )
478
          {
479
          for(int j=bucketChange; j<numChildren; j++)
480
            {
481
            child2 = children.get(j);
482
            mBuffer[internalQuality].setAsOutputFBO(fbo);
483
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
484
            }
485

    
486
          numRenders += currQueue.postprocess(mBuffer,fbo);
487

    
488
          if( oit )
489
            {
490
            numRenders += oitBuild(time, mBuffer[quality], fbo);
491
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
492
            mBuffer[quality].clearBuffer(fbo);
493
            }
494
          else
495
            {
496
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
497
            }
498
          }
499
        } // end else (postprocessed child)
500

    
501
      lastQueue = currQueue;
502
      lastBucket= currBucket;
503
      } // end main for loop
504

    
505
    if( oit && numChildren>0 )
506
      {
507
      numRenders += oitRender(time, fbo);  // merge the OIT linked list
508
      }
509

    
510
    return numRenders;
511
    }
512

    
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514

    
515
  ArrayList<DistortedNode> getChildren()
516
    {
517
    return mChildren;
518
    }
519

    
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521
/**
522
 * Not part of the Public API.
523
 *
524
 * @y.exclude
525
 */
526
  public float getWidthCorrection()
527
    {
528
    return (float)mWidth/mRealWidth;
529
    }
530

    
531
///////////////////////////////////////////////////////////////////////////////////////////////////
532
/**
533
 * Not part of the Public API.
534
 *
535
 * @y.exclude
536
 */
537
  public float getHeightCorrection()
538
    {
539
    return (float)mHeight/mRealHeight;
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543

    
544
  private void clearBuffer(int fbo)
545
    {
546
    DistortedRenderState.colorDepthStencilOn();
547

    
548
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
549
    GLES31.glClearDepthf(mClearDepth);
550
    GLES31.glClearStencil(mClearStencil);
551

    
552
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
553
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
554
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
555
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
556
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
557

    
558
    DistortedRenderState.colorDepthStencilRestore();
559
    }
560

    
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562

    
563
  private void setAsOutputFBO(long time, int fbo)
564
    {
565
    if( fbo>=0 && fbo<mNumFBOs )
566
      {
567
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
568

    
569
      if (mTime[fbo] != time)
570
        {
571
        mTime[fbo] = time;
572
        clear();
573
        }
574
      }
575
    else
576
      {
577
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
578
      }
579
    }
580

    
581
///////////////////////////////////////////////////////////////////////////////////////////////////
582
/**
583
 * Not part of the Public API.
584
 *
585
 * @y.exclude
586
 */
587
  public void setAsOutputFBO(int fbo)
588
    {
589
    if( fbo>=0 && fbo<mNumFBOs )
590
      {
591
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
592
      }
593
    else
594
      {
595
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
596
      }
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
// PUBLIC API
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602
/**
603
 * Draws all the attached children to this OutputSurface's 0th FBO.
604
 * <p>
605
 * Must be called from a thread holding OpenGL Context.
606
 *
607
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
608
 * @return Number of objects rendered.
609
 */
610
  public int render(long time)
611
    {
612
    return render(time,0);
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
/**
617
 * Draws all the attached children to this OutputSurface.
618
 * <p>
619
 * Must be called from a thread holding OpenGL Context.
620
 *
621
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
622
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
623
 * @return Number of objects rendered.
624
 */
625
  public int render(long time, int fbo)
626
    {
627
    // change tree topology (attach and detach children)
628
/*
629
    boolean changed1 =
630
*/
631
    DistortedMaster.toDo();
632
/*
633
    if( changed1 )
634
      {
635
      for(int i=0; i<mNumChildren; i++)
636
        {
637
        mChildren.get(i).debug(0);
638
        }
639

    
640
      DistortedNode.debugMap();
641
      }
642
*/
643
    // create and delete all underlying OpenGL resources
644
    // Watch out: FIRST change topology, only then deal
645
    // with OpenGL resources. That's because changing Tree
646
    // can result in additional Framebuffers that would need
647
    // to be created immediately, before the calls to drawRecursive()
648
/*
649
    boolean changed2 =
650
*/
651
    toDo();
652
/*
653
    if( changed2 )
654
      {
655
      DistortedObject.debugLists();
656
      }
657
*/
658
    // mark OpenGL state as unknown
659
    DistortedRenderState.reset();
660

    
661
    int numRenders=0;
662

    
663
    for(int i=0; i<mNumChildren; i++)
664
      {
665
      numRenders += mChildren.get(i).renderRecursive(time);
666
      }
667

    
668
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
669

    
670
    return numRenders;
671
    }
672

    
673
///////////////////////////////////////////////////////////////////////////////////////////////////
674
/**
675
 * Bind this Surface as a Framebuffer we can render to.
676
 *
677
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
678
 *             out if this is the first time during present frame that this FBO is being set as output.
679
 *             If so, the library, in addition to binding the Surface for output, also clears the
680
 *             Surface's color and depth attachments.
681
 */
682
  public void setAsOutput(long time)
683
    {
684
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
685

    
686
    if( mTime[0]!=time )
687
      {
688
      mTime[0] = time;
689
      clear();
690
      }
691
    }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Bind this Surface as a Framebuffer we can render to.
696
 * <p>
697
 * This version does not attempt to clear anything.
698
 */
699
  public void setAsOutput()
700
    {
701
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Return the Near plane of the Projection included in the Surface.
707
 *
708
 * @return the Near plane.
709
 */
710
  public float getNear()
711
    {
712
    return mNear;
713
    }
714

    
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
/**
717
 * Set mipmap level.
718
 * <p>
719
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
720
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
721
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
722
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
723
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
724
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
725
 * <p>
726
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
727
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
728
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
729
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
730
 *
731
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
732
 *               does not make any sense (that would result in loss of speed and no gain in quality)
733
 */
734
  public void setMipmap(float mipmap)
735
    {
736
    mMipmap = mipmap;
737
    }
738

    
739
///////////////////////////////////////////////////////////////////////////////////////////////////
740
/**
741
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
742
 * this Surface at the beginning of each frame.
743
 *
744
 * @param r the Red component. Default: 0.0f
745
 * @param g the Green component. Default: 0.0f
746
 * @param b the Blue component. Default: 0.0f
747
 * @param a the Alpha component. Default: 0.0f
748
 */
749
  public void glClearColor(float r, float g, float b, float a)
750
    {
751
    mClearR = r;
752
    mClearG = g;
753
    mClearB = b;
754
    mClearA = a;
755
    }
756

    
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758
/**
759
 * Uses glClearDepthf() to set up a value with which to clear
760
 * the Depth buffer of our Surface at the beginning of each frame.
761
 *
762
 * @param d the Depth. Default: 1.0f
763
 */
764
  public void glClearDepthf(float d)
765
    {
766
    mClearDepth = d;
767
    }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Uses glClearStencil() to set up a value with which to clear the
772
 * Stencil buffer of our Surface at the beginning of each frame.
773
 *
774
 * @param s the Stencil. Default: 0
775
 */
776
  public void glClearStencil(int s)
777
    {
778
    mClearStencil = s;
779
    }
780

    
781
///////////////////////////////////////////////////////////////////////////////////////////////////
782
/**
783
 * Which buffers to Clear at the beginning of each frame?
784
 * <p>
785
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
786
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
787
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
788
 *
789
 * @param mask bitwise OR of BUFFER_BITs to clear.
790
 */
791
  public void glClear(int mask)
792
    {
793
    mClear = mask;
794
    }
795

    
796
///////////////////////////////////////////////////////////////////////////////////////////////////
797
/**
798
 * Create new Projection matrix.
799
 *
800
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
801
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
802
 * @param near Distance between the screen plane and the near plane.
803
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
804
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
805
 */
806
  public void setProjection(float fov, float near)
807
    {
808
    if( fov < 180.0f && fov >=0.0f )
809
      {
810
      mFOV = fov;
811
      }
812

    
813
    if( near<   1.0f && near> 0.0f )
814
      {
815
      mNear= near;
816
      }
817
    else if( near<=0.0f )
818
      {
819
      mNear = 0.01f;
820
      }
821
    else if( near>=1.0f )
822
      {
823
      mNear=0.99f;
824
      }
825

    
826
    if( mBuffer!=null )
827
      {
828
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
829
      }
830

    
831
    createProjection();
832
    }
833

    
834
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836
 * Resize the underlying Framebuffer.
837
 * <p>
838
 * This method can be safely called mid-render as it doesn't interfere with rendering.
839
 *
840
 * @param width The new width.
841
 * @param height The new height.
842
 */
843
  public void resize(int width, int height)
844
    {
845
    if( mWidth!=width || mHeight!=height )
846
      {
847
      mWidth = mRealWidth = width;
848
      mHeight= mRealHeight= height;
849

    
850
      createProjection();
851

    
852
      if( mColorCreated==CREATED )
853
        {
854
        markForCreation();
855
        recreate();
856
        }
857
      }
858
    }
859

    
860
///////////////////////////////////////////////////////////////////////////////////////////////////
861
/**
862
 * Return true if the Surface contains a DEPTH attachment.
863
 *
864
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
865
 */
866
  public boolean hasDepth()
867
    {
868
    return mDepthStencilCreated==CREATED;
869
    }
870

    
871
///////////////////////////////////////////////////////////////////////////////////////////////////
872
/**
873
 * Return true if the Surface contains a STENCIL attachment.
874
 *
875
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
876
 */
877
  public boolean hasStencil()
878
    {
879
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
880
    }
881

    
882
///////////////////////////////////////////////////////////////////////////////////////////////////
883
/**
884
 * When rendering this Node, should we use the Order Independent Transparency render more?
885
 * <p>
886
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
887
 * fragments in different ways depending on which fragments get rendered first, or the slower
888
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
889
 *
890
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
891
 */
892
  public void setOrderIndependentTransparency(boolean oit)
893
    {
894
    mRenderWayOIT = oit;
895
    }
896

    
897
///////////////////////////////////////////////////////////////////////////////////////////////////
898
/**
899
 * Adds a new child to the last position in the list of our Surface's children.
900
 * <p>
901
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
902
 * DistortedMaster (by calling doWork())
903
 *
904
 * @param node The new Node to add.
905
 */
906
  public void attach(DistortedNode node)
907
    {
908
    mJobs.add(new Job(ATTACH,node));
909
    DistortedMaster.newSlave(this);
910
    }
911

    
912
///////////////////////////////////////////////////////////////////////////////////////////////////
913
/**
914
 * Adds a new child to the last position in the list of our Surface's children.
915
 * <p>
916
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
917
 * DistortedMaster (by calling doWork())
918
 *
919
 * @param surface InputSurface to initialize our child Node with.
920
 * @param effects DistortedEffects to initialize our child Node with.
921
 * @param mesh MeshObject to initialize our child Node with.
922
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
923
 */
924
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
925
    {
926
    DistortedNode node = new DistortedNode(surface,effects,mesh);
927
    mJobs.add(new Job(ATTACH,node));
928
    DistortedMaster.newSlave(this);
929
    return node;
930
    }
931

    
932
///////////////////////////////////////////////////////////////////////////////////////////////////
933
/**
934
 * Removes the first occurrence of a specified child from the list of children of our Surface.
935
 * <p>
936
 * A bit questionable method as there can be many different Nodes attached as children, some
937
 * of them having the same Effects but - for instance - different Mesh. Use with care.
938
 * <p>
939
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
940
 * DistortedMaster (by calling doWork())
941
 *
942
 * @param effects DistortedEffects to remove.
943
 */
944
  public void detach(DistortedEffects effects)
945
    {
946
    long id = effects.getID();
947
    DistortedNode node;
948
    boolean detached = false;
949

    
950
    for(int i=0; i<mNumChildren; i++)
951
      {
952
      node = mChildren.get(i);
953

    
954
      if( node.getEffects().getID()==id )
955
        {
956
        detached = true;
957
        mJobs.add(new Job(DETACH,node));
958
        DistortedMaster.newSlave(this);
959
        break;
960
        }
961
      }
962

    
963
    if( !detached )
964
      {
965
      // if we failed to detach any, it still might be the case that
966
      // there's an ATTACH job that we need to cancel.
967
      int num = mJobs.size();
968
      Job job;
969

    
970
      for(int i=0; i<num; i++)
971
        {
972
        job = mJobs.get(i);
973

    
974
        if( job.type==ATTACH && job.node.getEffects()==effects )
975
          {
976
          mJobs.remove(i);
977
          break;
978
          }
979
        }
980
      }
981
    }
982

    
983
///////////////////////////////////////////////////////////////////////////////////////////////////
984
/**
985
 * Removes the first occurrence of a specified child from the list of children of our Surface.
986
 * <p>
987
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
988
 * DistortedMaster (by calling doWork())
989
 *
990
 * @param node The Node to remove.
991
 */
992
  public void detach(DistortedNode node)
993
    {
994
    mJobs.add(new Job(DETACH,node));
995
    DistortedMaster.newSlave(this);
996
    }
997

    
998
///////////////////////////////////////////////////////////////////////////////////////////////////
999
/**
1000
 * Removes all children Nodes.
1001
 * <p>
1002
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
1003
 * DistortedMaster (by calling doWork())
1004
 */
1005
  public void detachAll()
1006
    {
1007
    mJobs.add(new Job(DETALL,null));
1008
    DistortedMaster.newSlave(this);
1009
    }
1010

    
1011
///////////////////////////////////////////////////////////////////////////////////////////////////
1012
/**
1013
 * This is not really part of the public API. Has to be public only because it is a part of the
1014
 * DistortedSlave interface, which should really be a class that we extend here instead but
1015
 * Java has no multiple inheritance.
1016
 *
1017
 * @y.exclude
1018
 */
1019
  public void doWork()
1020
    {
1021
    int num = mJobs.size();
1022
    Job job;
1023

    
1024
    for(int i=0; i<num; i++)
1025
      {
1026
      job = mJobs.remove(0);
1027

    
1028
      switch(job.type)
1029
        {
1030
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1031
                     job.node.setSurfaceParent(this);
1032
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1033
                     mNumChildren++;
1034
                     break;
1035
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1036
                       {
1037
                       job.node.setSurfaceParent(null);
1038
                       mNumChildren--;
1039
                       }
1040
                     break;
1041
        case DETALL: if( mNumChildren>0 )
1042
                       {
1043
                       DistortedNode tmp;
1044

    
1045
                       for(int j=mNumChildren-1; j>=0; j--)
1046
                         {
1047
                         tmp = mChildren.remove(j);
1048
                         tmp.setSurfaceParent(null);
1049
                         }
1050

    
1051
                       mNumChildren = 0;
1052
                       }
1053
                     break;
1054
        case SORT  : mChildren.remove(job.node);
1055
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1056
                     break;
1057
        }
1058
      }
1059
    }
1060
}
(8-8/21)