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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 8777ce17

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  private int mDebugLevel;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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  ////////////////////////////////////////////////////////////////////////////////
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  // section dealing with Shader Storage Buffer Object (for counting transparency)
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  private static final int FRAME_DELAY = 3;
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  private static int mBufferSize       =10;
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  private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter();
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  private static int[] mSSBO = new int[1];
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  private static IntBuffer mIntBuffer;
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  static
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    {
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    mSSBO[0]= -1;
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    }
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  private int mSurfaceID;
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  private int mLastIndex;
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  private int[] mLastValue = new int[FRAME_DELAY];
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  private int mLastDiff = -1;
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  private static final int RUNNING_AVERAGE = 10;
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  private int[] mRunningAvg = new int[RUNNING_AVERAGE];
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  private int mAvgIndex;
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  private int mAvgSum;
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  // end section
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  ////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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  abstract void createSurface();
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  abstract void deleteSurface();
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  abstract void recreateSurface();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mDebugLevel = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void create()
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    {
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    if( mSSBO[0]<0 )
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      {
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      GLES31.glGenBuffers(1,mSSBO,0);
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      // here bind the new SSBO and map it
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      }
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    mSurfaceID = mSurfaceCounter.returnNext();
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    if( mSurfaceID>=mBufferSize )
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      {
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      // increase size of the Buffer, copy over old values, remap.
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      int[] tmp = new int[FRAME_DELAY *mBufferSize];
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      for(int i = 0; i< FRAME_DELAY *mBufferSize; i++) tmp[i] = mIntBuffer.get(i);
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      mBufferSize*= 2;
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 0, 0);
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      GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER,0);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      for(int i=0;i<tmp.length;i++) mIntBuffer.put(i,tmp[i]);
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      }
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    createSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void delete()
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    {
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    mSurfaceCounter.release(mSurfaceID);
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    deleteSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void recreate()
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    {
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    mSSBO[0]  = -1;
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    mLastDiff = -1;
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    for(int i = 0; i< FRAME_DELAY; i++) mLastValue[i] = 0;
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    mSurfaceCounter.releaseAll();
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    recreateSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNewCounter()
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    {
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    return FRAME_DELAY*mSurfaceID + mLastIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
274
        {
275
        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
282

    
283
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
284
        }
285
      }
286
    }
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288
///////////////////////////////////////////////////////////////////////////////////////////////////
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290
  private static void createBuffers(int width, int height, float near)
291
    {
292
    float mipmap=1.0f;
293

    
294
    for(int j=0; j<EffectQuality.LENGTH; j++)
295
      {
296
      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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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);
300

    
301
      mipmap *= EffectQuality.MULTIPLIER;
302
      }
303

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

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

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

    
325
  static synchronized void onDestroy()
326
    {
327
    for(int j=0; j<EffectQuality.LENGTH; j++)
328
      {
329
      mBuffer[j] = null;
330
      }
331
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
334
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
335
// set of them) so before we use them for output, we need to adjust the Vieport as if they were
336
// 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.
338

    
339
  private static void cloneViewport(DistortedOutputSurface from)
340
    {
341
    if( mBuffer[0].mWidth != from.mWidth )
342
      {
343
      DistortedOutputSurface surface;
344

    
345
      for(int i=0; i<EffectQuality.LENGTH; i++)
346
        {
347
        surface = mBuffer[i];
348

    
349
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
350
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
351

    
352
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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354
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
355

    
356
        surface.createProjection();
357

    
358
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
359
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
360

    
361
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
362
          {
363
          surface.mRealWidth = maxw;
364
          surface.mRealHeight = maxh;
365

    
366
          surface.recreateSurface();
367
          surface.createSurface();
368
          }
369
        }
370
      }
371
    }
372

    
373
///////////////////////////////////////////////////////////////////////////////////////////////////
374

    
375
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
376
    {
377
    GLES31.glViewport(0, 0, mWidth, mHeight);
378
    setAsOutput(currTime);
379
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
380
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
381
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
382
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
383

    
384
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
385
    GLES31.glStencilMask(0x00);
386

    
387
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
388
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
389
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
390
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
391
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
392

    
393
    return 1;
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397

    
398
  private int blitWithDepthRender(long currTime, DistortedOutputSurface buffer)
399
    {
400
    GLES31.glViewport(0, 0, mWidth, mHeight);
401
    setAsOutput(currTime);
402
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
403
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
404

    
405
    DistortedRenderState.enableStencil();
406

    
407
    DistortedEffects.blitDepthRenderPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
408
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
409
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
410

    
411
    DistortedRenderState.restoreStencil();
412

    
413
    return 1;
414
    }
415

    
416
///////////////////////////////////////////////////////////////////////////////////////////////////
417

    
418
  private void clearBuffer(DistortedOutputSurface buffer)
419
    {
420
    GLES31.glStencilMask(0xff);
421
    GLES31.glDepthMask(true);
422
    GLES31.glColorMask(true,true,true,true);
423
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
424
    GLES31.glClearDepthf(1.0f);
425
    GLES31.glClearStencil(0);
426

    
427
    buffer.setAsOutput();
428
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
429
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
430
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
431
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
432
    }
433

    
434
///////////////////////////////////////////////////////////////////////////////////////////////////
435
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
436
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
437
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
438

    
439
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
440
    {
441
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
442
    DistortedNode child1, child2;
443
    EffectQueuePostprocess lastQueue=null, currQueue;
444
    long lastBucket=0, currBucket;
445

    
446
    for(int i=0; i<numChildren; i++)
447
      {
448
      child1 = children.get(i);
449
      currQueue = child1.getPostprocessQueue();
450
      currBucket= currQueue.getID();
451

    
452
      if( currBucket==0 ) numRenders += child1.draw(time,this);
453
      else
454
        {
455
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
456

    
457
        if( lastBucket!=currBucket )
458
          {
459
          if( lastBucket!=0 )
460
            {
461
            for(int j=bucketChange; j<i; j++)
462
              {
463
              child2 = children.get(j);
464
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
465
              }
466

    
467
            numRenders += lastQueue.postprocess(mBuffer);
468
            numRenders += blitWithDepth(time, mBuffer[quality]);
469
            clearBuffer(mBuffer[quality]);
470
            }
471

    
472
          internalQuality = currQueue.getInternalQuality();
473
          quality         = currQueue.getQuality();
474
          bucketChange    = i;
475

    
476
          cloneViewport(this);
477
          }
478

    
479
        child1.drawNoBlend(time,mBuffer[quality]);
480

    
481
        if( i==numChildren-1 )
482
          {
483
          for(int j=bucketChange; j<numChildren; j++)
484
            {
485
            child2 = children.get(j);
486
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
487
            }
488

    
489
          numRenders += currQueue.postprocess(mBuffer);
490
          numRenders += blitWithDepth(time, mBuffer[quality]);
491
          numRenders += blitWithDepthRender(time,mBuffer[quality]);  // merge the OIT linked list
492
          clearBuffer(mBuffer[quality]);
493
          }
494
        }
495

    
496
      lastQueue = currQueue;
497
      lastBucket= currBucket;
498
      }
499

    
500
    return numRenders;
501
    }
502

    
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504

    
505
  ArrayList<DistortedNode> getChildren()
506
    {
507
    return mChildren;
508
    }
509

    
510
///////////////////////////////////////////////////////////////////////////////////////////////////
511
/**
512
 * Not part of the Public API.
513
 *
514
 * @y.exclude
515
 */
516
  public float getWidthCorrection()
517
    {
518
    return (float)mWidth/mRealWidth;
519
    }
520

    
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522
/**
523
 * Not part of the Public API.
524
 *
525
 * @y.exclude
526
 */
527
  public float getHeightCorrection()
528
    {
529
    return (float)mHeight/mRealHeight;
530
    }
531

    
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533
// PUBLIC API
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
/**
536
 * Make the library show various debugging information.
537
 * <p>
538
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
539
 *
540
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
541
 */
542
  public void setDebug(int bitmask)
543
    {
544
    if( this instanceof DistortedScreen )
545
      mDebugLevel = bitmask;
546
    }
547

    
548
///////////////////////////////////////////////////////////////////////////////////////////////////
549

    
550
/**
551
 * Draws all the attached children to this OutputSurface.
552
 * <p>
553
 * Must be called from a thread holding OpenGL Context.
554
 *
555
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
556
 * @return Number of objects rendered.
557
 */
558
  public int render(long time)
559
    {
560
    if( mDebugLevel!=0 ) prepareDebug(time);
561

    
562
    // change tree topology (attach and detach children)
563
/*
564
    boolean changed1 =
565
*/
566
    DistortedMaster.toDo();
567
/*
568
    if( changed1 )
569
      {
570
      for(int i=0; i<mNumChildren; i++)
571
        {
572
        mChildren.get(i).debug(0);
573
        }
574

    
575
      DistortedNode.debugMap();
576
      }
577
*/
578
    // create and delete all underlying OpenGL resources
579
    // Watch out: FIRST change topology, only then deal
580
    // with OpenGL resources. That's because changing Tree
581
    // can result in additional Framebuffers that would need
582
    // to be created immediately, before the calls to drawRecursive()
583
/*
584
    boolean changed2 =
585
*/
586
    toDo();
587
/*
588
    if( changed2 )
589
      {
590
      DistortedObject.debugLists();
591
      }
592
*/
593
    // mark OpenGL state as unknown
594
    DistortedRenderState.reset();
595

    
596
    int numRenders=0;
597

    
598
    for(int i=0; i<mNumChildren; i++)
599
      {
600
      numRenders += mChildren.get(i).renderRecursive(time);
601
      }
602

    
603
    setAsOutput(time);
604
    numRenders += renderChildren(time,mNumChildren,mChildren);
605

    
606
    if( mDebugLevel != 0 ) renderDebug(time);
607

    
608
    return numRenders;
609
    }
610

    
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612
/**
613
 * Bind this Surface as a Framebuffer we can render to.
614
 *
615
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
616
 *             out if this is the first time during present frame that this FBO is being set as output.
617
 *             If so, the library, in addition to binding the Surface for output, also clears the
618
 *             Surface's color and depth attachments.
619
 */
620
  public void setAsOutput(long time)
621
    {
622
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
623

    
624
    if( mTime!=time )
625
      {
626
      mTime = time;
627
      DistortedRenderState.colorDepthStencilOn();
628
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
629
      GLES31.glClearDepthf(mClearDepth);
630
      GLES31.glClearStencil(mClearStencil);
631
      GLES31.glClear(mClear);
632
      DistortedRenderState.colorDepthStencilRestore();
633
/*
634
      if( mSSBO[0]>=0 )
635
        {
636
        // yes, this DOES keep on working when 'value' overflows into negative territory.
637
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
638

    
639
        if( value-mLastValue[mLastIndex]!=mLastDiff )
640
          {
641
          android.util.Log.d("surface", "id " + mSurfaceID +
642
                             (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
643
                             " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
644
                             + " avg: " + (mAvgSum/RUNNING_AVERAGE)
645
                            );
646
          }
647

    
648
        mLastDiff = value-mLastValue[mLastIndex];
649
        mLastValue[mLastIndex] = value;
650

    
651
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
652
        mRunningAvg[mAvgIndex] = mLastDiff;
653
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
654
        }
655

    
656
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
657
*/
658
      }
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663
 * Bind this Surface as a Framebuffer we can render to.
664
 * <p>
665
 * This version does not attempt to clear anything.
666
 */
667

    
668
  public void setAsOutput()
669
    {
670
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
671
    }
672

    
673
///////////////////////////////////////////////////////////////////////////////////////////////////
674
/**
675
 * Return the Near plane of the Projection included in the Surface.
676
 *
677
 * @return the Near plane.
678
 */
679
  public float getNear()
680
    {
681
    return mNear;
682
    }
683

    
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
/**
686
 * Set mipmap level.
687
 * <p>
688
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
689
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
690
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
691
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
692
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
693
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
694
 * <p>
695
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
696
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
697
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
698
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
699
 *
700
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
701
 *               does not make any sense (that would result in loss of speed and no gain in quality)
702
 */
703
  public void setMipmap(float mipmap)
704
    {
705
    mMipmap = mipmap;
706
    }
707

    
708
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
711
 * this Surface at the beginning of each frame.
712
 *
713
 * @param r the Red component. Default: 0.0f
714
 * @param g the Green component. Default: 0.0f
715
 * @param b the Blue component. Default: 0.0f
716
 * @param a the Alpha component. Default: 0.0f
717
 */
718
  public void glClearColor(float r, float g, float b, float a)
719
    {
720
    mClearR = r;
721
    mClearG = g;
722
    mClearB = b;
723
    mClearA = a;
724
    }
725

    
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728
 * Uses glClearDepthf() to set up a value with which to clear
729
 * the Depth buffer of our Surface at the beginning of each frame.
730
 *
731
 * @param d the Depth. Default: 1.0f
732
 */
733
  public void glClearDepthf(float d)
734
    {
735
    mClearDepth = d;
736
    }
737

    
738
///////////////////////////////////////////////////////////////////////////////////////////////////
739
/**
740
 * Uses glClearStencil() to set up a value with which to clear the
741
 * Stencil buffer of our Surface at the beginning of each frame.
742
 *
743
 * @param s the Stencil. Default: 0
744
 */
745
  public void glClearStencil(int s)
746
    {
747
    mClearStencil = s;
748
    }
749

    
750
///////////////////////////////////////////////////////////////////////////////////////////////////
751
/**
752
 * Which buffers to Clear at the beginning of each frame?
753
 * <p>
754
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
755
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
756
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
757
 *
758
 * @param mask bitwise OR of BUFFER_BITs to clear.
759
 */
760
  public void glClear(int mask)
761
    {
762
    mClear = mask;
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Create new Projection matrix.
768
 *
769
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
770
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
771
 * @param near Distance between the screen plane and the near plane.
772
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
773
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
774
 */
775
  public void setProjection(float fov, float near)
776
    {
777
    if( fov < 180.0f && fov >=0.0f )
778
      {
779
      mFOV = fov;
780
      }
781

    
782
    if( near<   1.0f && near> 0.0f )
783
      {
784
      mNear= near;
785
      }
786
    else if( near<=0.0f )
787
      {
788
      mNear = 0.01f;
789
      }
790
    else if( near>=1.0f )
791
      {
792
      mNear=0.99f;
793
      }
794

    
795
    if( mBuffer[0]!=null )
796
      {
797
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
798
      }
799

    
800
    createProjection();
801
    }
802

    
803
///////////////////////////////////////////////////////////////////////////////////////////////////
804
/**
805
 * Resize the underlying Framebuffer.
806
 * <p>
807
 * This method can be safely called mid-render as it doesn't interfere with rendering.
808
 *
809
 * @param width The new width.
810
 * @param height The new height.
811
 */
812
  public void resize(int width, int height)
813
    {
814
    if( mWidth!=width || mHeight!=height )
815
      {
816
      mWidth = mRealWidth = width;
817
      mHeight= mRealHeight= height;
818

    
819
      createProjection();
820

    
821
      if( mColorCreated==CREATED )
822
        {
823
        markForCreation();
824
        recreate();
825
        }
826
      }
827
    }
828

    
829
///////////////////////////////////////////////////////////////////////////////////////////////////
830
/**
831
 * Return true if the Surface contains a DEPTH attachment.
832
 *
833
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
834
 */
835
  public boolean hasDepth()
836
    {
837
    return mDepthStencilCreated==CREATED;
838
    }
839

    
840
///////////////////////////////////////////////////////////////////////////////////////////////////
841
/**
842
 * Return true if the Surface contains a STENCIL attachment.
843
 *
844
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
845
 */
846
  public boolean hasStencil()
847
    {
848
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
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
 * DistortedMaster (by calling doWork())
857
 *
858
 * @param node The new Node to add.
859
 */
860
  public void attach(DistortedNode node)
861
    {
862
    mJobs.add(new Job(ATTACH,node));
863
    DistortedMaster.newSlave(this);
864
    }
865

    
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * Adds a new child to the last position in the list of our Surface's children.
869
 * <p>
870
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
871
 * DistortedMaster (by calling doWork())
872
 *
873
 * @param surface InputSurface to initialize our child Node with.
874
 * @param effects DistortedEffects to initialize our child Node with.
875
 * @param mesh MeshObject to initialize our child Node with.
876
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
877
 */
878
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
879
    {
880
    DistortedNode node = new DistortedNode(surface,effects,mesh);
881
    mJobs.add(new Job(ATTACH,node));
882
    DistortedMaster.newSlave(this);
883
    return node;
884
    }
885

    
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887
/**
888
 * Removes the first occurrence of a specified child from the list of children of our Surface.
889
 * <p>
890
 * A bit questionable method as there can be many different Nodes attached as children, some
891
 * of them having the same Effects but - for instance - different Mesh. Use with care.
892
 * <p>
893
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
894
 * DistortedMaster (by calling doWork())
895
 *
896
 * @param effects DistortedEffects to remove.
897
 */
898
  public void detach(DistortedEffects effects)
899
    {
900
    long id = effects.getID();
901
    DistortedNode node;
902
    boolean detached = false;
903

    
904
    for(int i=0; i<mNumChildren; i++)
905
      {
906
      node = mChildren.get(i);
907

    
908
      if( node.getEffects().getID()==id )
909
        {
910
        detached = true;
911
        mJobs.add(new Job(DETACH,node));
912
        DistortedMaster.newSlave(this);
913
        break;
914
        }
915
      }
916

    
917
    if( !detached )
918
      {
919
      // if we failed to detach any, it still might be the case that
920
      // there's an ATTACH job that we need to cancel.
921
      int num = mJobs.size();
922
      Job job;
923

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

    
928
        if( job.type==ATTACH && job.node.getEffects()==effects )
929
          {
930
          mJobs.remove(i);
931
          break;
932
          }
933
        }
934
      }
935
    }
936

    
937
///////////////////////////////////////////////////////////////////////////////////////////////////
938
/**
939
 * Removes the first occurrence of a specified child from the list of children of our Surface.
940
 * <p>
941
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
942
 * DistortedMaster (by calling doWork())
943
 *
944
 * @param node The Node to remove.
945
 */
946
  public void detach(DistortedNode node)
947
    {
948
    mJobs.add(new Job(DETACH,node));
949
    DistortedMaster.newSlave(this);
950
    }
951

    
952
///////////////////////////////////////////////////////////////////////////////////////////////////
953
/**
954
 * Removes all children Nodes.
955
 * <p>
956
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
957
 * DistortedMaster (by calling doWork())
958
 */
959
  public void detachAll()
960
    {
961
    mJobs.add(new Job(DETALL,null));
962
    DistortedMaster.newSlave(this);
963
    }
964

    
965
///////////////////////////////////////////////////////////////////////////////////////////////////
966
/**
967
 * This is not really part of the public API. Has to be public only because it is a part of the
968
 * DistortedSlave interface, which should really be a class that we extend here instead but
969
 * Java has no multiple inheritance.
970
 *
971
 * @y.exclude
972
 */
973
  public void doWork()
974
    {
975
    int num = mJobs.size();
976
    Job job;
977

    
978
    for(int i=0; i<num; i++)
979
      {
980
      job = mJobs.remove(0);
981

    
982
      switch(job.type)
983
        {
984
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
985
                     job.node.setSurfaceParent(this);
986
                     DistortedMaster.addSorted(mChildren,job.node);
987
                     mNumChildren++;
988
                     break;
989
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
990
                       {
991
                       job.node.setSurfaceParent(null);
992
                       mNumChildren--;
993
                       }
994
                     break;
995
        case DETALL: if( mNumChildren>0 )
996
                       {
997
                       DistortedNode tmp;
998

    
999
                       for(int j=mNumChildren-1; j>=0; j--)
1000
                         {
1001
                         tmp = mChildren.remove(j);
1002
                         tmp.setSurfaceParent(null);
1003
                         }
1004

    
1005
                       mNumChildren = 0;
1006
                       }
1007
                     break;
1008
        case SORT  : mChildren.remove(job.node);
1009
                     DistortedMaster.addSorted(mChildren,job.node);
1010
                     break;
1011
        }
1012
      }
1013
    }
1014
}
(9-9/22)