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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 88c7b603

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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 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 static DistortedOutputSurface   mBufferOIT;
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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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  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 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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    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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    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(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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      mBuffer[j].setAsOutput();
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      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);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    mBufferOIT = null;
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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 Vieport 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)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void oitClear(DistortedOutputSurface buffer)
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    {
262
    if( mBufferOIT==null )
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      {
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      mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight);
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      mBufferOIT.mMipmap = 1.0f;
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      mBufferOIT.mNear = buffer.mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
270
      }
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    if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight )
273
      {
274
      mBufferOIT.mWidth  = (int)(buffer.mWidth *mBufferOIT.mMipmap);
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      mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap);
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      mBufferOIT.mNear   = buffer.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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      mBufferOIT.createProjection();
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283
      int maxw = mBufferOIT.mWidth  > mBufferOIT.mRealWidth  ? mBufferOIT.mWidth  : mBufferOIT.mRealWidth;
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      int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight;
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286
      if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight)
287
        {
288
        mBufferOIT.mRealWidth = maxw;
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        mBufferOIT.mRealHeight = maxh;
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291
        mBufferOIT.recreate();
292
        mBufferOIT.create();
293
        }
294
      }
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296
    if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV )
297
      {
298
      mBufferOIT.mNear = buffer.mNear;
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      mBufferOIT.mFOV  = buffer.mFOV;
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      mBufferOIT.createProjection();
301
      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA);
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    GLES31.glClearDepthf(buffer.mClearDepth);
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    GLES31.glClearStencil(buffer.mClearStencil);
308
    GLES31.glClear(buffer.mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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311
    DistortedEffects.zeroOutAtomic();
312
    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
315
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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319
  private int oitBuild(DistortedOutputSurface buffer)
320
    {
321
    GLES31.glViewport(0, 0, mWidth, mHeight);
322
    setAsOutput();
323
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
324
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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328
    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
329
    //GLES31.glStencilMask(0x00);
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331
    DistortedRenderState.colorDepthStencilOn();
332
    DistortedRenderState.enableDepthTest();
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334
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
335
    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);
338
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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340
    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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343
    return 1;
344
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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348
  private int oitRender(long currTime, DistortedOutputSurface buffer)
349
    {
350
    GLES31.glViewport(0, 0, mWidth, mHeight);
351
    setAsOutput(currTime);
352
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
353
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
354
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
355
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
356

    
357
    DistortedRenderState.enableStencil();
358

    
359
    // we cannot compare DEPTH24_STENCIL8 format to DEPTH32 which oitRender's fragment shader expects. Remount!
360
    if( mDepthStencil==BOTH_DEPTH_STENCIL )
361
      {
362
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
363
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
364
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
365
      }
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367
    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
368

    
369
    if( mDepthStencil==BOTH_DEPTH_STENCIL )
370
      {
371
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
372
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
373
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
374
      }
375

    
376
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
377
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
378

    
379
    DistortedRenderState.restoreStencil();
380

    
381
    return 1;
382
    }
383

    
384
///////////////////////////////////////////////////////////////////////////////////////////////////
385

    
386
  private static void clearBuffer(DistortedOutputSurface buffer)
387
    {
388
    GLES31.glStencilMask(0xff);
389
    GLES31.glDepthMask(true);
390
    GLES31.glColorMask(true,true,true,true);
391
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
392
    GLES31.glClearDepthf(1.0f);
393
    GLES31.glClearStencil(0);
394

    
395
    buffer.setAsOutput();
396
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
397
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
398

    
399
    for(int i=buffer.mNumColors-2; i>=0; i--)
400
      {
401
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
402
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
403
      }
404
    }
405

    
406
///////////////////////////////////////////////////////////////////////////////////////////////////
407

    
408
  void clear()
409
    {
410
    DistortedRenderState.colorDepthStencilOn();
411
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
412
    GLES31.glClearDepthf(mClearDepth);
413
    GLES31.glClearStencil(mClearStencil);
414
    GLES31.glClear(mClear);
415
    DistortedRenderState.colorDepthStencilRestore();
416
    }
417

    
418
///////////////////////////////////////////////////////////////////////////////////////////////////
419
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
420
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
421
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
422

    
423
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
424
    {
425
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
426
    DistortedNode child1, child2;
427
    EffectQueuePostprocess lastQueue=null, currQueue;
428
    long lastBucket=0, currBucket=0;
429

    
430
    oitClear(this);
431

    
432
    for(int i=0; i<numChildren; i++)
433
      {
434
      child1 = children.get(i);
435
      currQueue = child1.getPostprocessQueue();
436
      currBucket= currQueue.getID();
437

    
438
      if( currBucket==0 )
439
        {
440
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
441
        numRenders += child1.draw(time, mBufferOIT);
442

    
443
        //setAsOutput(time);
444
        //numRenders += child1.draw(time,this);
445
        }
446
      else
447
        {
448
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
449

    
450
        if( lastBucket!=currBucket )
451
          {
452
          if( lastBucket==0 )
453
            {
454
            clonePostprocessingViewport(this);
455
            }
456
          else
457
            {
458
            for(int j=bucketChange; j<i; j++)
459
              {
460
              child2 = children.get(j);
461
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
462
              }
463

    
464
            numRenders += lastQueue.postprocess(mBuffer);
465
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
466
            clearBuffer(mBuffer[quality]);
467
            }
468

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

    
474
        mBuffer[quality].setAsOutput(time);
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
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
483
            }
484

    
485
          numRenders += currQueue.postprocess(mBuffer);
486
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
487
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
488
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
489
          clearBuffer(mBuffer[quality]);
490
          }
491
        } // end else (postprocessed child)
492

    
493
      lastQueue = currQueue;
494
      lastBucket= currBucket;
495
      } // end main for loop
496

    
497
    if( currBucket==0 ) // there was no postprocessing - we need to merge the main buffer
498
      {
499
      numRenders += oitRender(time,mBufferOIT);
500
      }
501

    
502
    return numRenders;
503
    }
504

    
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506

    
507
  ArrayList<DistortedNode> getChildren()
508
    {
509
    return mChildren;
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Not part of the Public API.
515
 *
516
 * @y.exclude
517
 */
518
  public float getWidthCorrection()
519
    {
520
    return (float)mWidth/mRealWidth;
521
    }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * Not part of the Public API.
526
 *
527
 * @y.exclude
528
 */
529
  public float getHeightCorrection()
530
    {
531
    return (float)mHeight/mRealHeight;
532
    }
533

    
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
// PUBLIC API
536
///////////////////////////////////////////////////////////////////////////////////////////////////
537
/**
538
 * Draws all the attached children to this OutputSurface.
539
 * <p>
540
 * Must be called from a thread holding OpenGL Context.
541
 *
542
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
543
 * @return Number of objects rendered.
544
 */
545
  public int render(long time)
546
    {
547
    // change tree topology (attach and detach children)
548
/*
549
    boolean changed1 =
550
*/
551
    DistortedMaster.toDo();
552
/*
553
    if( changed1 )
554
      {
555
      for(int i=0; i<mNumChildren; i++)
556
        {
557
        mChildren.get(i).debug(0);
558
        }
559

    
560
      DistortedNode.debugMap();
561
      }
562
*/
563
    // create and delete all underlying OpenGL resources
564
    // Watch out: FIRST change topology, only then deal
565
    // with OpenGL resources. That's because changing Tree
566
    // can result in additional Framebuffers that would need
567
    // to be created immediately, before the calls to drawRecursive()
568
/*
569
    boolean changed2 =
570
*/
571
    toDo();
572
/*
573
    if( changed2 )
574
      {
575
      DistortedObject.debugLists();
576
      }
577
*/
578
    // mark OpenGL state as unknown
579
    DistortedRenderState.reset();
580

    
581
    int numRenders=0;
582

    
583
    for(int i=0; i<mNumChildren; i++)
584
      {
585
      numRenders += mChildren.get(i).renderRecursive(time);
586
      }
587

    
588
    setAsOutput(time);
589
    numRenders += renderChildren(time,mNumChildren,mChildren);
590

    
591
    return numRenders;
592
    }
593

    
594
///////////////////////////////////////////////////////////////////////////////////////////////////
595
/**
596
 * Bind this Surface as a Framebuffer we can render to.
597
 *
598
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
599
 *             out if this is the first time during present frame that this FBO is being set as output.
600
 *             If so, the library, in addition to binding the Surface for output, also clears the
601
 *             Surface's color and depth attachments.
602
 */
603
  public void setAsOutput(long time)
604
    {
605
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
606

    
607
    if( mTime!=time )
608
      {
609
      mTime = time;
610
      clear();
611
      }
612
    }
613

    
614
///////////////////////////////////////////////////////////////////////////////////////////////////
615
/**
616
 * Bind this Surface as a Framebuffer we can render to.
617
 * <p>
618
 * This version does not attempt to clear anything.
619
 */
620

    
621
  public void setAsOutput()
622
    {
623
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Return the Near plane of the Projection included in the Surface.
629
 *
630
 * @return the Near plane.
631
 */
632
  public float getNear()
633
    {
634
    return mNear;
635
    }
636

    
637
///////////////////////////////////////////////////////////////////////////////////////////////////
638
/**
639
 * Set mipmap level.
640
 * <p>
641
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
642
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
643
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
644
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
645
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
646
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
647
 * <p>
648
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
649
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
650
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
651
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
652
 *
653
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
654
 *               does not make any sense (that would result in loss of speed and no gain in quality)
655
 */
656
  public void setMipmap(float mipmap)
657
    {
658
    mMipmap = mipmap;
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
664
 * this Surface at the beginning of each frame.
665
 *
666
 * @param r the Red component. Default: 0.0f
667
 * @param g the Green component. Default: 0.0f
668
 * @param b the Blue component. Default: 0.0f
669
 * @param a the Alpha component. Default: 0.0f
670
 */
671
  public void glClearColor(float r, float g, float b, float a)
672
    {
673
    mClearR = r;
674
    mClearG = g;
675
    mClearB = b;
676
    mClearA = a;
677
    }
678

    
679
///////////////////////////////////////////////////////////////////////////////////////////////////
680
/**
681
 * Uses glClearDepthf() to set up a value with which to clear
682
 * the Depth buffer of our Surface at the beginning of each frame.
683
 *
684
 * @param d the Depth. Default: 1.0f
685
 */
686
  public void glClearDepthf(float d)
687
    {
688
    mClearDepth = d;
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Uses glClearStencil() to set up a value with which to clear the
694
 * Stencil buffer of our Surface at the beginning of each frame.
695
 *
696
 * @param s the Stencil. Default: 0
697
 */
698
  public void glClearStencil(int s)
699
    {
700
    mClearStencil = s;
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Which buffers to Clear at the beginning of each frame?
706
 * <p>
707
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
708
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
709
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
710
 *
711
 * @param mask bitwise OR of BUFFER_BITs to clear.
712
 */
713
  public void glClear(int mask)
714
    {
715
    mClear = mask;
716
    }
717

    
718
///////////////////////////////////////////////////////////////////////////////////////////////////
719
/**
720
 * Create new Projection matrix.
721
 *
722
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
723
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
724
 * @param near Distance between the screen plane and the near plane.
725
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
726
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
727
 */
728
  public void setProjection(float fov, float near)
729
    {
730
    if( fov < 180.0f && fov >=0.0f )
731
      {
732
      mFOV = fov;
733
      }
734

    
735
    if( near<   1.0f && near> 0.0f )
736
      {
737
      mNear= near;
738
      }
739
    else if( near<=0.0f )
740
      {
741
      mNear = 0.01f;
742
      }
743
    else if( near>=1.0f )
744
      {
745
      mNear=0.99f;
746
      }
747

    
748
    createProjection();
749
    }
750

    
751
///////////////////////////////////////////////////////////////////////////////////////////////////
752
/**
753
 * Resize the underlying Framebuffer.
754
 * <p>
755
 * This method can be safely called mid-render as it doesn't interfere with rendering.
756
 *
757
 * @param width The new width.
758
 * @param height The new height.
759
 */
760
  public void resize(int width, int height)
761
    {
762
    if( mWidth!=width || mHeight!=height )
763
      {
764
      mWidth = mRealWidth = width;
765
      mHeight= mRealHeight= height;
766

    
767
      createProjection();
768

    
769
      if( mColorCreated==CREATED )
770
        {
771
        markForCreation();
772
        recreate();
773
        }
774
      }
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * Return true if the Surface contains a DEPTH attachment.
780
 *
781
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
782
 */
783
  public boolean hasDepth()
784
    {
785
    return mDepthStencilCreated==CREATED;
786
    }
787

    
788
///////////////////////////////////////////////////////////////////////////////////////////////////
789
/**
790
 * Return true if the Surface contains a STENCIL attachment.
791
 *
792
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
793
 */
794
  public boolean hasStencil()
795
    {
796
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
797
    }
798

    
799
///////////////////////////////////////////////////////////////////////////////////////////////////
800
/**
801
 * Adds a new child to the last position in the list of our Surface's children.
802
 * <p>
803
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
804
 * DistortedMaster (by calling doWork())
805
 *
806
 * @param node The new Node to add.
807
 */
808
  public void attach(DistortedNode node)
809
    {
810
    mJobs.add(new Job(ATTACH,node));
811
    DistortedMaster.newSlave(this);
812
    }
813

    
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * Adds a new child to the last position in the list of our Surface's children.
817
 * <p>
818
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
819
 * DistortedMaster (by calling doWork())
820
 *
821
 * @param surface InputSurface to initialize our child Node with.
822
 * @param effects DistortedEffects to initialize our child Node with.
823
 * @param mesh MeshObject to initialize our child Node with.
824
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
825
 */
826
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
827
    {
828
    DistortedNode node = new DistortedNode(surface,effects,mesh);
829
    mJobs.add(new Job(ATTACH,node));
830
    DistortedMaster.newSlave(this);
831
    return node;
832
    }
833

    
834
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836
 * Removes the first occurrence of a specified child from the list of children of our Surface.
837
 * <p>
838
 * A bit questionable method as there can be many different Nodes attached as children, some
839
 * of them having the same Effects but - for instance - different Mesh. Use with care.
840
 * <p>
841
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
842
 * DistortedMaster (by calling doWork())
843
 *
844
 * @param effects DistortedEffects to remove.
845
 */
846
  public void detach(DistortedEffects effects)
847
    {
848
    long id = effects.getID();
849
    DistortedNode node;
850
    boolean detached = false;
851

    
852
    for(int i=0; i<mNumChildren; i++)
853
      {
854
      node = mChildren.get(i);
855

    
856
      if( node.getEffects().getID()==id )
857
        {
858
        detached = true;
859
        mJobs.add(new Job(DETACH,node));
860
        DistortedMaster.newSlave(this);
861
        break;
862
        }
863
      }
864

    
865
    if( !detached )
866
      {
867
      // if we failed to detach any, it still might be the case that
868
      // there's an ATTACH job that we need to cancel.
869
      int num = mJobs.size();
870
      Job job;
871

    
872
      for(int i=0; i<num; i++)
873
        {
874
        job = mJobs.get(i);
875

    
876
        if( job.type==ATTACH && job.node.getEffects()==effects )
877
          {
878
          mJobs.remove(i);
879
          break;
880
          }
881
        }
882
      }
883
    }
884

    
885
///////////////////////////////////////////////////////////////////////////////////////////////////
886
/**
887
 * Removes the first occurrence of a specified child from the list of children of our Surface.
888
 * <p>
889
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
890
 * DistortedMaster (by calling doWork())
891
 *
892
 * @param node The Node to remove.
893
 */
894
  public void detach(DistortedNode node)
895
    {
896
    mJobs.add(new Job(DETACH,node));
897
    DistortedMaster.newSlave(this);
898
    }
899

    
900
///////////////////////////////////////////////////////////////////////////////////////////////////
901
/**
902
 * Removes all children Nodes.
903
 * <p>
904
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
905
 * DistortedMaster (by calling doWork())
906
 */
907
  public void detachAll()
908
    {
909
    mJobs.add(new Job(DETALL,null));
910
    DistortedMaster.newSlave(this);
911
    }
912

    
913
///////////////////////////////////////////////////////////////////////////////////////////////////
914
/**
915
 * This is not really part of the public API. Has to be public only because it is a part of the
916
 * DistortedSlave interface, which should really be a class that we extend here instead but
917
 * Java has no multiple inheritance.
918
 *
919
 * @y.exclude
920
 */
921
  public void doWork()
922
    {
923
    int num = mJobs.size();
924
    Job job;
925

    
926
    for(int i=0; i<num; i++)
927
      {
928
      job = mJobs.remove(0);
929

    
930
      switch(job.type)
931
        {
932
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
933
                     job.node.setSurfaceParent(this);
934
                     DistortedMaster.addSorted(mChildren,job.node);
935
                     mNumChildren++;
936
                     break;
937
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
938
                       {
939
                       job.node.setSurfaceParent(null);
940
                       mNumChildren--;
941
                       }
942
                     break;
943
        case DETALL: if( mNumChildren>0 )
944
                       {
945
                       DistortedNode tmp;
946

    
947
                       for(int j=mNumChildren-1; j>=0; j--)
948
                         {
949
                         tmp = mChildren.remove(j);
950
                         tmp.setSurfaceParent(null);
951
                         }
952

    
953
                       mNumChildren = 0;
954
                       }
955
                     break;
956
        case SORT  : mChildren.remove(job.node);
957
                     DistortedMaster.addSorted(mChildren,job.node);
958
                     break;
959
        }
960
      }
961
    }
962
}
(8-8/21)