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c5369f1b
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leszek
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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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fe82a979
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Leszek Koltunski
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package org.distorted.library.main;
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c5369f1b
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leszek
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e6519ac8
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Leszek Koltunski
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import android.opengl.GLES31;
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af4cc5db
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Leszek Koltunski
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import android.opengl.Matrix;
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86e99907
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leszek
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3521c6fe
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leszek
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import org.distorted.library.effect.EffectQuality;
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12f45260
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Leszek Koltunski
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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66ace7f5
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Leszek Koltunski
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import java.nio.IntBuffer;
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a09ada4c
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Leszek Koltunski
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import java.util.ArrayList;
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af4cc5db
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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70b6a155
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Leszek Koltunski
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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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af4cc5db
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Leszek Koltunski
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{
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86e99907
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leszek
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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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89de975c
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leszek
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/**
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* Do not create DEPTH or STENCIL attachment
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*/
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23eecbd9
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Leszek Koltunski
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public static final int NO_DEPTH_NO_STENCIL = 0;
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89de975c
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leszek
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/**
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* Create DEPTH, but not STENCIL
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*/
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23eecbd9
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Leszek Koltunski
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public static final int DEPTH_NO_STENCIL = 1;
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89de975c
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leszek
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/**
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* Create both DEPTH and STENCIL
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*/
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23eecbd9
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Leszek Koltunski
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public static final int BOTH_DEPTH_STENCIL = 2;
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efe3d8fe
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leszek
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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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a09ada4c
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Leszek Koltunski
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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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efe3d8fe
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leszek
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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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efe3d8fe
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leszek
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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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DistortedOutputSurface[] mBuffer;
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private long mTime;
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c2c08950
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private float mFOV;
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float mDistance, mNear;
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af4cc5db
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Leszek Koltunski
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float[] mProjectionMatrix;
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89de975c
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leszek
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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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a436ccc5
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a9f41fa3
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private float mClearR, mClearG, mClearB, mClearA;
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private float mClearDepth;
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23eecbd9
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private int mClearStencil;
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ad16ed3b
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private int mClear;
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78db8663
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float mMipmap;
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86e99907
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private int mDebugLevel;
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12f45260
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Leszek Koltunski
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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 BUFFERING = 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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66ace7f5
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Leszek Koltunski
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private static IntBuffer mIntBuffer;
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12f45260
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static
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{
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66ace7f5
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mSSBO[0]= -1;
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12f45260
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Leszek Koltunski
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}
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private int mSurfaceID;
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private int mLastIndex;
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8a57da61
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Leszek Koltunski
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private int mLastValue =-1;
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12f45260
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Leszek Koltunski
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// end section
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////////////////////////////////////////////////////////////////////////////////
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86e99907
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leszek
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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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12f45260
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Leszek Koltunski
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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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86e99907
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leszek
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af4cc5db
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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9ed80185
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Leszek Koltunski
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DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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af4cc5db
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Leszek Koltunski
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{
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9ed80185
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Leszek Koltunski
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super(width,height,createColor,numcolors,type);
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af4cc5db
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Leszek Koltunski
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mProjectionMatrix = new float[16];
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mFOV = 60.0f;
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54fe333a
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leszek
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mNear= 0.5f;
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af4cc5db
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Leszek Koltunski
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23eecbd9
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Leszek Koltunski
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mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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89de975c
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leszek
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mDepthStencil = depthStencil;
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mFBOH[0] = fbo;
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mDepthStencilH[0]= 0;
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a436ccc5
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leszek
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95c441a2
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leszek
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mTime = 0;
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86e99907
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leszek
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mDebugLevel = 0;
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95c441a2
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leszek
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a9f41fa3
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leszek
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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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23eecbd9
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Leszek Koltunski
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mClearStencil = 0;
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e6519ac8
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Leszek Koltunski
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mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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a9f41fa3
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leszek
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70b6a155
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Leszek Koltunski
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mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH];
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638b5b5c
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leszek
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8426bd6a
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Leszek Koltunski
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mMipmap = 1.0f;
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78db8663
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Leszek Koltunski
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af4cc5db
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Leszek Koltunski
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createProjection();
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}
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12f45260
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Leszek Koltunski
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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, BUFFERING*mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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66ace7f5
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Leszek Koltunski
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ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, BUFFERING*mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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2ab60f72
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Leszek Koltunski
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GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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12f45260
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Leszek Koltunski
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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 the size of mSSBOBuffer, copy over old values, remap.
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// TODO (don't need this if there are never more than mBufferSize=10 Surfaces)
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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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mSurfaceCounter.releaseAll();
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recreateSurface();
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}
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27cd6b98
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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8a57da61
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Leszek Koltunski
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int getNewCounter()
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27cd6b98
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Leszek Koltunski
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{
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8a57da61
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int value = mIntBuffer.get(BUFFERING*mSurfaceID+mLastIndex);
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12f45260
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Leszek Koltunski
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8a57da61
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Leszek Koltunski
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if( value!=mLastValue )
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{
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mLastValue = value;
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android.util.Log.d("surface", "surface id: "+mSurfaceID+" value now: "+mLastValue);
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}
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12f45260
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Leszek Koltunski
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mLastIndex++;
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if( mLastIndex>=BUFFERING ) mLastIndex-=BUFFERING;
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8a57da61
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Leszek Koltunski
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mIntBuffer.put(BUFFERING*mSurfaceID+mLastIndex,0);
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return BUFFERING*mSurfaceID + mLastIndex;
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228 |
12f45260
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Leszek Koltunski
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}
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230 |
c5369f1b
|
leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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232 |
be60d4ff
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leszek
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private void createProjection()
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233 |
af4cc5db
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Leszek Koltunski
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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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54fe333a
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leszek
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float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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8426bd6a
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Leszek Koltunski
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float q = mWidth*mNear;
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float c = mHeight*mNear;
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54fe333a
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leszek
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c2c08950
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leszek
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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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247 |
54fe333a
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leszek
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8426bd6a
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Leszek Koltunski
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mDistance = mHeight/a;
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af4cc5db
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Leszek Koltunski
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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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255 |
8426bd6a
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Leszek Koltunski
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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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262 |
af4cc5db
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Leszek Koltunski
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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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268 |
1d6d261e
|
Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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270 |
6b962e80
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Leszek Koltunski
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private void createBuffers()
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271 |
1d6d261e
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Leszek Koltunski
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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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0f011027
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Leszek Koltunski
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mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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mBuffer[j].mMipmap = mipmap;
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73208cab
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leszek
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mBuffer[j].mNear = mNear; // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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279 |
7ad20cce
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Leszek Koltunski
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mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
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1d6d261e
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Leszek Koltunski
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mipmap *= EffectQuality.MULTIPLIER;
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}
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283 |
70b6a155
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Leszek Koltunski
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mBuffer[EffectQuality.LENGTH] = this;
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285 |
1d6d261e
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Leszek Koltunski
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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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e6519ac8
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Leszek Koltunski
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GLES31.glStencilMask(0xff);
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GLES31.glDepthMask(true);
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GLES31.glColorMask(true,true,true,true);
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GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES31.glClearDepthf(1.0f);
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GLES31.glClearStencil(0);
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293 |
1d6d261e
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Leszek Koltunski
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for(int j=0; j<EffectQuality.LENGTH; j++)
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{
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296 |
0f011027
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Leszek Koltunski
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mBuffer[j].setAsOutput();
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297 |
e6519ac8
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Leszek Koltunski
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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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300 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
301 |
1d6d261e
|
Leszek Koltunski
|
}
|
302 |
|
|
}
|
303 |
|
|
|
304 |
6b962e80
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
305 |
|
|
|
306 |
70b6a155
|
Leszek Koltunski
|
private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
|
307 |
6b962e80
|
Leszek Koltunski
|
{
|
308 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glViewport(0, 0, mWidth, mHeight);
|
309 |
6b962e80
|
Leszek Koltunski
|
setAsOutput(currTime);
|
310 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
311 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
|
312 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
313 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
|
314 |
6b962e80
|
Leszek Koltunski
|
|
315 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
316 |
|
|
GLES31.glStencilMask(0x00);
|
317 |
6b962e80
|
Leszek Koltunski
|
|
318 |
|
|
DistortedEffects.blitDepthPriv(this);
|
319 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
320 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
321 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
322 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
323 |
6b962e80
|
Leszek Koltunski
|
|
324 |
|
|
// clear buffers
|
325 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glStencilMask(0xff);
|
326 |
|
|
GLES31.glDepthMask(true);
|
327 |
|
|
GLES31.glColorMask(true,true,true,true);
|
328 |
|
|
GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
329 |
|
|
GLES31.glClearDepthf(1.0f);
|
330 |
|
|
GLES31.glClearStencil(0);
|
331 |
6b962e80
|
Leszek Koltunski
|
|
332 |
|
|
buffer.setAsOutput();
|
333 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
|
334 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
|
335 |
|
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
|
336 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
337 |
6b962e80
|
Leszek Koltunski
|
|
338 |
|
|
return 1;
|
339 |
|
|
}
|
340 |
|
|
|
341 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
342 |
e02264ff
|
leszek
|
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
|
343 |
|
|
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
|
344 |
|
|
// to a whole buffer and merge it.
|
345 |
39086ebb
|
leszek
|
|
346 |
8e28b6ff
|
leszek
|
int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
|
347 |
b2939df4
|
Leszek Koltunski
|
{
|
348 |
7266d8ef
|
Leszek Koltunski
|
int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
|
349 |
3f44e745
|
Leszek Koltunski
|
DistortedNode child1, child2;
|
350 |
70b6a155
|
Leszek Koltunski
|
EffectQueuePostprocess lastQueue=null, currQueue;
|
351 |
915b7b2b
|
leszek
|
long lastBucket=0, currBucket;
|
352 |
0afc143a
|
leszek
|
|
353 |
8e28b6ff
|
leszek
|
for(int i=0; i<numChildren; i++)
|
354 |
39086ebb
|
leszek
|
{
|
355 |
3f44e745
|
Leszek Koltunski
|
child1 = children.get(i);
|
356 |
70b6a155
|
Leszek Koltunski
|
currQueue = child1.getPostprocessQueue();
|
357 |
|
|
currBucket= currQueue.getID();
|
358 |
b9798977
|
leszek
|
|
359 |
915b7b2b
|
leszek
|
if( currBucket==0 ) numRenders += child1.draw(time,this);
|
360 |
60c1c622
|
leszek
|
else
|
361 |
|
|
{
|
362 |
0f011027
|
Leszek Koltunski
|
if( mBuffer[0]==null ) createBuffers();
|
363 |
c9a24bfb
|
Leszek Koltunski
|
|
364 |
915b7b2b
|
leszek
|
if( lastBucket!=currBucket )
|
365 |
c9a24bfb
|
Leszek Koltunski
|
{
|
366 |
915b7b2b
|
leszek
|
if( lastBucket!=0 )
|
367 |
c9a24bfb
|
Leszek Koltunski
|
{
|
368 |
|
|
for(int j=bucketChange; j<i; j++)
|
369 |
|
|
{
|
370 |
3f44e745
|
Leszek Koltunski
|
child2 = children.get(j);
|
371 |
70b6a155
|
Leszek Koltunski
|
numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
|
372 |
c9a24bfb
|
Leszek Koltunski
|
}
|
373 |
|
|
|
374 |
70b6a155
|
Leszek Koltunski
|
numRenders += lastQueue.postprocess(this);
|
375 |
bed13bea
|
leszek
|
numRenders += blitWithDepth(time, mBuffer[quality]);
|
376 |
c9a24bfb
|
Leszek Koltunski
|
}
|
377 |
660cd468
|
leszek
|
|
378 |
70b6a155
|
Leszek Koltunski
|
internalQuality = currQueue.getInternalQuality();
|
379 |
|
|
quality = currQueue.getQuality();
|
380 |
|
|
bucketChange = i;
|
381 |
c9a24bfb
|
Leszek Koltunski
|
}
|
382 |
|
|
|
383 |
70b6a155
|
Leszek Koltunski
|
child1.draw(time,mBuffer[quality]);
|
384 |
|
|
//numRenders += currQueue.draw(child1,time,mBuffer);
|
385 |
c9a24bfb
|
Leszek Koltunski
|
|
386 |
8e28b6ff
|
leszek
|
if( i==numChildren-1 )
|
387 |
cf7394cc
|
leszek
|
{
|
388 |
8e28b6ff
|
leszek
|
for(int j=bucketChange; j<numChildren; j++)
|
389 |
c9a24bfb
|
Leszek Koltunski
|
{
|
390 |
3f44e745
|
Leszek Koltunski
|
child2 = children.get(j);
|
391 |
70b6a155
|
Leszek Koltunski
|
numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
|
392 |
c9a24bfb
|
Leszek Koltunski
|
}
|
393 |
|
|
|
394 |
70b6a155
|
Leszek Koltunski
|
numRenders += currQueue.postprocess(this);
|
395 |
7266d8ef
|
Leszek Koltunski
|
numRenders += blitWithDepth(time, mBuffer[quality]);
|
396 |
cf7394cc
|
leszek
|
}
|
397 |
60c1c622
|
leszek
|
}
|
398 |
b9798977
|
leszek
|
|
399 |
70b6a155
|
Leszek Koltunski
|
lastQueue = currQueue;
|
400 |
|
|
lastBucket= currBucket;
|
401 |
95c441a2
|
leszek
|
}
|
402 |
270c27bc
|
Leszek Koltunski
|
|
403 |
39086ebb
|
leszek
|
return numRenders;
|
404 |
|
|
}
|
405 |
|
|
|
406 |
be60d4ff
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
407 |
|
|
|
408 |
26a4e5f6
|
leszek
|
ArrayList<DistortedNode> getChildren()
|
409 |
be60d4ff
|
leszek
|
{
|
410 |
26a4e5f6
|
leszek
|
return mChildren;
|
411 |
be60d4ff
|
leszek
|
}
|
412 |
|
|
|
413 |
b2939df4
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
414 |
|
|
// PUBLIC API
|
415 |
39086ebb
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416 |
86e99907
|
leszek
|
/**
|
417 |
|
|
* Make the library show various debugging information.
|
418 |
|
|
* <p>
|
419 |
|
|
* Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
|
420 |
|
|
*
|
421 |
|
|
* @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
|
422 |
|
|
*/
|
423 |
|
|
public void setDebug(int bitmask)
|
424 |
|
|
{
|
425 |
26a4e5f6
|
leszek
|
if( this instanceof DistortedScreen )
|
426 |
|
|
mDebugLevel = bitmask;
|
427 |
86e99907
|
leszek
|
}
|
428 |
|
|
|
429 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
430 |
|
|
|
431 |
c5369f1b
|
leszek
|
/**
|
432 |
d9706fd2
|
Leszek Koltunski
|
* Draws all the attached children to this OutputSurface.
|
433 |
af4cc5db
|
Leszek Koltunski
|
* <p>
|
434 |
|
|
* Must be called from a thread holding OpenGL Context.
|
435 |
|
|
*
|
436 |
d9706fd2
|
Leszek Koltunski
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
437 |
7691a39f
|
leszek
|
* @return Number of objects rendered.
|
438 |
c5369f1b
|
leszek
|
*/
|
439 |
b2939df4
|
Leszek Koltunski
|
public int render(long time)
|
440 |
af4cc5db
|
Leszek Koltunski
|
{
|
441 |
26a4e5f6
|
leszek
|
if( mDebugLevel!=0 ) prepareDebug(time);
|
442 |
86e99907
|
leszek
|
|
443 |
c204c69d
|
leszek
|
// change tree topology (attach and detach children)
|
444 |
889cce10
|
Leszek Koltunski
|
/*
|
445 |
42571056
|
Leszek Koltunski
|
boolean changed1 =
|
446 |
889cce10
|
Leszek Koltunski
|
*/
|
447 |
efe3d8fe
|
leszek
|
DistortedMaster.toDo();
|
448 |
eadf0859
|
leszek
|
/*
|
449 |
42571056
|
Leszek Koltunski
|
if( changed1 )
|
450 |
c204c69d
|
leszek
|
{
|
451 |
|
|
for(int i=0; i<mNumChildren; i++)
|
452 |
|
|
{
|
453 |
af27df87
|
leszek
|
mChildren.get(i).debug(0);
|
454 |
c204c69d
|
leszek
|
}
|
455 |
af27df87
|
leszek
|
|
456 |
7691a39f
|
leszek
|
DistortedNode.debugMap();
|
457 |
c204c69d
|
leszek
|
}
|
458 |
eadf0859
|
leszek
|
*/
|
459 |
09ab7524
|
Leszek Koltunski
|
// create and delete all underlying OpenGL resources
|
460 |
|
|
// Watch out: FIRST change topology, only then deal
|
461 |
|
|
// with OpenGL resources. That's because changing Tree
|
462 |
|
|
// can result in additional Framebuffers that would need
|
463 |
|
|
// to be created immediately, before the calls to drawRecursive()
|
464 |
42571056
|
Leszek Koltunski
|
/*
|
465 |
|
|
boolean changed2 =
|
466 |
|
|
*/
|
467 |
f8377ef8
|
leszek
|
toDo();
|
468 |
eadf0859
|
leszek
|
/*
|
469 |
42571056
|
Leszek Koltunski
|
if( changed2 )
|
470 |
af27df87
|
leszek
|
{
|
471 |
226144d0
|
leszek
|
DistortedObject.debugLists();
|
472 |
42571056
|
Leszek Koltunski
|
}
|
473 |
eadf0859
|
leszek
|
*/
|
474 |
c834348d
|
leszek
|
// mark OpenGL state as unknown
|
475 |
|
|
DistortedRenderState.reset();
|
476 |
2ed1c692
|
leszek
|
|
477 |
b2939df4
|
Leszek Koltunski
|
int numRenders=0;
|
478 |
7691a39f
|
leszek
|
|
479 |
d9706fd2
|
Leszek Koltunski
|
for(int i=0; i<mNumChildren; i++)
|
480 |
af4cc5db
|
Leszek Koltunski
|
{
|
481 |
b2939df4
|
Leszek Koltunski
|
numRenders += mChildren.get(i).renderRecursive(time);
|
482 |
af4cc5db
|
Leszek Koltunski
|
}
|
483 |
7691a39f
|
leszek
|
|
484 |
070695a5
|
Leszek Koltunski
|
setAsOutput(time);
|
485 |
b2939df4
|
Leszek Koltunski
|
numRenders += renderChildren(time,mNumChildren,mChildren);
|
486 |
|
|
|
487 |
26a4e5f6
|
leszek
|
if( mDebugLevel != 0 ) renderDebug(time);
|
488 |
b28c6c21
|
leszek
|
|
489 |
7691a39f
|
leszek
|
return numRenders;
|
490 |
af4cc5db
|
Leszek Koltunski
|
}
|
491 |
|
|
|
492 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
493 |
c5369f1b
|
leszek
|
/**
|
494 |
|
|
* Bind this Surface as a Framebuffer we can render to.
|
495 |
02ab6f9d
|
leszek
|
*
|
496 |
|
|
* @param time Present time, in milliseconds. The point: looking at this param the library can figure
|
497 |
|
|
* out if this is the first time during present frame that this FBO is being set as output.
|
498 |
|
|
* If so, the library, in addition to binding the Surface for output, also clears the
|
499 |
|
|
* Surface's color and depth attachments.
|
500 |
c5369f1b
|
leszek
|
*/
|
501 |
95c441a2
|
leszek
|
public void setAsOutput(long time)
|
502 |
a436ccc5
|
leszek
|
{
|
503 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
504 |
95c441a2
|
leszek
|
|
505 |
|
|
if( mTime!=time )
|
506 |
|
|
{
|
507 |
|
|
mTime = time;
|
508 |
23eecbd9
|
Leszek Koltunski
|
DistortedRenderState.colorDepthStencilOn();
|
509 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
510 |
|
|
GLES31.glClearDepthf(mClearDepth);
|
511 |
|
|
GLES31.glClearStencil(mClearStencil);
|
512 |
|
|
GLES31.glClear(mClear);
|
513 |
144d252c
|
Leszek Koltunski
|
DistortedRenderState.colorDepthStencilRestore();
|
514 |
95c441a2
|
leszek
|
}
|
515 |
a436ccc5
|
leszek
|
}
|
516 |
af4cc5db
|
Leszek Koltunski
|
|
517 |
1dfc9074
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
518 |
|
|
/**
|
519 |
|
|
* Bind this Surface as a Framebuffer we can render to.
|
520 |
|
|
* <p>
|
521 |
|
|
* This version does not attempt to clear anything.
|
522 |
|
|
*/
|
523 |
|
|
|
524 |
|
|
public void setAsOutput()
|
525 |
|
|
{
|
526 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
|
527 |
1dfc9074
|
leszek
|
}
|
528 |
|
|
|
529 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
530 |
|
|
/**
|
531 |
|
|
* Return the Near plane of the Projection included in the Surface.
|
532 |
|
|
*
|
533 |
|
|
* @return the Near plane.
|
534 |
|
|
*/
|
535 |
|
|
public float getNear()
|
536 |
|
|
{
|
537 |
|
|
return mNear;
|
538 |
|
|
}
|
539 |
|
|
|
540 |
638b5b5c
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
541 |
|
|
/**
|
542 |
|
|
* Set mipmap level.
|
543 |
|
|
* <p>
|
544 |
|
|
* Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
|
545 |
|
|
* one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
|
546 |
|
|
* Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
|
547 |
|
|
* such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
|
548 |
|
|
* scene will end up looking identical no matter which object we render to. Identical, that is, except
|
549 |
|
|
* for the loss of quality and gain in speed associated with rendering to a smaller Surface.
|
550 |
8426bd6a
|
Leszek Koltunski
|
* <p>
|
551 |
|
|
* Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
|
552 |
|
|
* mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
|
553 |
|
|
* and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
|
554 |
|
|
* in the second case the move vector (100,100) will be auto-scaled to (50,50).
|
555 |
638b5b5c
|
leszek
|
*
|
556 |
|
|
* @param mipmap The mipmap level. Acceptable range: 0<mipmap<infinity, although mipmap>1
|
557 |
|
|
* does not make any sense (that would result in loss of speed and no gain in quality)
|
558 |
|
|
*/
|
559 |
|
|
public void setMipmap(float mipmap)
|
560 |
|
|
{
|
561 |
|
|
mMipmap = mipmap;
|
562 |
|
|
}
|
563 |
|
|
|
564 |
a9f41fa3
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
565 |
|
|
/**
|
566 |
e6519ac8
|
Leszek Koltunski
|
* Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
|
567 |
ad16ed3b
|
Leszek Koltunski
|
* this Surface at the beginning of each frame.
|
568 |
a9f41fa3
|
leszek
|
*
|
569 |
|
|
* @param r the Red component. Default: 0.0f
|
570 |
|
|
* @param g the Green component. Default: 0.0f
|
571 |
|
|
* @param b the Blue component. Default: 0.0f
|
572 |
|
|
* @param a the Alpha component. Default: 0.0f
|
573 |
|
|
*/
|
574 |
|
|
public void glClearColor(float r, float g, float b, float a)
|
575 |
|
|
{
|
576 |
|
|
mClearR = r;
|
577 |
|
|
mClearG = g;
|
578 |
|
|
mClearB = b;
|
579 |
|
|
mClearA = a;
|
580 |
|
|
}
|
581 |
|
|
|
582 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
583 |
|
|
/**
|
584 |
23eecbd9
|
Leszek Koltunski
|
* Uses glClearDepthf() to set up a value with which to clear
|
585 |
|
|
* the Depth buffer of our Surface at the beginning of each frame.
|
586 |
a9f41fa3
|
leszek
|
*
|
587 |
|
|
* @param d the Depth. Default: 1.0f
|
588 |
|
|
*/
|
589 |
|
|
public void glClearDepthf(float d)
|
590 |
|
|
{
|
591 |
|
|
mClearDepth = d;
|
592 |
|
|
}
|
593 |
|
|
|
594 |
23eecbd9
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
595 |
|
|
/**
|
596 |
|
|
* Uses glClearStencil() to set up a value with which to clear the
|
597 |
|
|
* Stencil buffer of our Surface at the beginning of each frame.
|
598 |
|
|
*
|
599 |
|
|
* @param s the Stencil. Default: 0
|
600 |
|
|
*/
|
601 |
|
|
public void glClearStencil(int s)
|
602 |
|
|
{
|
603 |
|
|
mClearStencil = s;
|
604 |
|
|
}
|
605 |
|
|
|
606 |
ad16ed3b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
607 |
|
|
/**
|
608 |
|
|
* Which buffers to Clear at the beginning of each frame?
|
609 |
|
|
* <p>
|
610 |
|
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
611 |
|
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
612 |
|
|
* Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
|
613 |
|
|
*
|
614 |
|
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
615 |
|
|
*/
|
616 |
|
|
public void glClear(int mask)
|
617 |
|
|
{
|
618 |
|
|
mClear = mask;
|
619 |
|
|
}
|
620 |
|
|
|
621 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
622 |
|
|
/**
|
623 |
|
|
* Create new Projection matrix.
|
624 |
|
|
*
|
625 |
|
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
626 |
54fe333a
|
leszek
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
627 |
|
|
* @param near Distance between the screen plane and the near plane.
|
628 |
|
|
* Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
|
629 |
|
|
* pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
|
630 |
af4cc5db
|
Leszek Koltunski
|
*/
|
631 |
54fe333a
|
leszek
|
public void setProjection(float fov, float near)
|
632 |
af4cc5db
|
Leszek Koltunski
|
{
|
633 |
8069e806
|
Leszek Koltunski
|
if( fov < 180.0f && fov >=0.0f )
|
634 |
|
|
{
|
635 |
|
|
mFOV = fov;
|
636 |
|
|
}
|
637 |
|
|
|
638 |
|
|
if( near< 1.0f && near> 0.0f )
|
639 |
|
|
{
|
640 |
|
|
mNear= near;
|
641 |
|
|
}
|
642 |
|
|
else if( near<=0.0f )
|
643 |
|
|
{
|
644 |
|
|
mNear = 0.01f;
|
645 |
|
|
}
|
646 |
|
|
else if( near>=1.0f )
|
647 |
|
|
{
|
648 |
|
|
mNear=0.99f;
|
649 |
|
|
}
|
650 |
af4cc5db
|
Leszek Koltunski
|
|
651 |
1dfc9074
|
leszek
|
if( mBuffer[0]!=null )
|
652 |
|
|
{
|
653 |
|
|
for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
|
654 |
|
|
}
|
655 |
|
|
|
656 |
af4cc5db
|
Leszek Koltunski
|
createProjection();
|
657 |
|
|
}
|
658 |
|
|
|
659 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
660 |
c5369f1b
|
leszek
|
/**
|
661 |
af4cc5db
|
Leszek Koltunski
|
* Resize the underlying Framebuffer.
|
662 |
c7da4e65
|
leszek
|
* <p>
|
663 |
|
|
* This method can be safely called mid-render as it doesn't interfere with rendering.
|
664 |
af4cc5db
|
Leszek Koltunski
|
*
|
665 |
|
|
* @param width The new width.
|
666 |
|
|
* @param height The new height.
|
667 |
c5369f1b
|
leszek
|
*/
|
668 |
af4cc5db
|
Leszek Koltunski
|
public void resize(int width, int height)
|
669 |
|
|
{
|
670 |
|
|
if( mWidth!=width || mHeight!=height )
|
671 |
|
|
{
|
672 |
|
|
mWidth = width;
|
673 |
|
|
mHeight= height;
|
674 |
f8377ef8
|
leszek
|
|
675 |
|
|
createProjection();
|
676 |
|
|
|
677 |
c7da4e65
|
leszek
|
if( mColorCreated==CREATED )
|
678 |
f8377ef8
|
leszek
|
{
|
679 |
f28fffc2
|
Leszek Koltunski
|
markForCreation();
|
680 |
f8377ef8
|
leszek
|
recreate();
|
681 |
|
|
}
|
682 |
af4cc5db
|
Leszek Koltunski
|
}
|
683 |
|
|
}
|
684 |
a09ada4c
|
Leszek Koltunski
|
|
685 |
a436ccc5
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
686 |
|
|
/**
|
687 |
89de975c
|
leszek
|
* Return true if the Surface contains a DEPTH attachment.
|
688 |
a436ccc5
|
leszek
|
*
|
689 |
89de975c
|
leszek
|
* @return <bold>true</bold> if the Surface contains a DEPTH attachment.
|
690 |
a436ccc5
|
leszek
|
*/
|
691 |
89de975c
|
leszek
|
public boolean hasDepth()
|
692 |
a436ccc5
|
leszek
|
{
|
693 |
89de975c
|
leszek
|
return mDepthStencilCreated==CREATED;
|
694 |
a436ccc5
|
leszek
|
}
|
695 |
|
|
|
696 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
697 |
|
|
/**
|
698 |
89de975c
|
leszek
|
* Return true if the Surface contains a STENCIL attachment.
|
699 |
a436ccc5
|
leszek
|
*
|
700 |
89de975c
|
leszek
|
* @return <bold>true</bold> if the Surface contains a STENCIL attachment.
|
701 |
a436ccc5
|
leszek
|
*/
|
702 |
89de975c
|
leszek
|
public boolean hasStencil()
|
703 |
a436ccc5
|
leszek
|
{
|
704 |
89de975c
|
leszek
|
return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
|
705 |
a436ccc5
|
leszek
|
}
|
706 |
|
|
|
707 |
a09ada4c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
708 |
|
|
/**
|
709 |
|
|
* Adds a new child to the last position in the list of our Surface's children.
|
710 |
c204c69d
|
leszek
|
* <p>
|
711 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
712 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
713 |
a09ada4c
|
Leszek Koltunski
|
*
|
714 |
|
|
* @param node The new Node to add.
|
715 |
|
|
*/
|
716 |
c204c69d
|
leszek
|
public void attach(DistortedNode node)
|
717 |
a09ada4c
|
Leszek Koltunski
|
{
|
718 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(ATTACH,node));
|
719 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
720 |
a09ada4c
|
Leszek Koltunski
|
}
|
721 |
|
|
|
722 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
723 |
|
|
/**
|
724 |
|
|
* Adds a new child to the last position in the list of our Surface's children.
|
725 |
c204c69d
|
leszek
|
* <p>
|
726 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
727 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
728 |
a09ada4c
|
Leszek Koltunski
|
*
|
729 |
|
|
* @param surface InputSurface to initialize our child Node with.
|
730 |
|
|
* @param effects DistortedEffects to initialize our child Node with.
|
731 |
|
|
* @param mesh MeshObject to initialize our child Node with.
|
732 |
|
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
733 |
|
|
*/
|
734 |
c204c69d
|
leszek
|
public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
|
735 |
a09ada4c
|
Leszek Koltunski
|
{
|
736 |
|
|
DistortedNode node = new DistortedNode(surface,effects,mesh);
|
737 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(ATTACH,node));
|
738 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
739 |
c204c69d
|
leszek
|
return node;
|
740 |
|
|
}
|
741 |
|
|
|
742 |
af27df87
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
743 |
|
|
/**
|
744 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
745 |
|
|
* <p>
|
746 |
|
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
747 |
|
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
748 |
|
|
* <p>
|
749 |
|
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
750 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
751 |
af27df87
|
leszek
|
*
|
752 |
|
|
* @param effects DistortedEffects to remove.
|
753 |
|
|
*/
|
754 |
|
|
public void detach(DistortedEffects effects)
|
755 |
|
|
{
|
756 |
|
|
long id = effects.getID();
|
757 |
|
|
DistortedNode node;
|
758 |
8baa1fe6
|
Leszek Koltunski
|
boolean detached = false;
|
759 |
af27df87
|
leszek
|
|
760 |
|
|
for(int i=0; i<mNumChildren; i++)
|
761 |
|
|
{
|
762 |
|
|
node = mChildren.get(i);
|
763 |
|
|
|
764 |
|
|
if( node.getEffects().getID()==id )
|
765 |
|
|
{
|
766 |
8baa1fe6
|
Leszek Koltunski
|
detached = true;
|
767 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(DETACH,node));
|
768 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
769 |
af27df87
|
leszek
|
break;
|
770 |
|
|
}
|
771 |
|
|
}
|
772 |
8baa1fe6
|
Leszek Koltunski
|
|
773 |
|
|
if( !detached )
|
774 |
|
|
{
|
775 |
|
|
// if we failed to detach any, it still might be the case that
|
776 |
efe3d8fe
|
leszek
|
// there's an ATTACH job that we need to cancel.
|
777 |
|
|
int num = mJobs.size();
|
778 |
|
|
Job job;
|
779 |
|
|
|
780 |
|
|
for(int i=0; i<num; i++)
|
781 |
|
|
{
|
782 |
|
|
job = mJobs.get(i);
|
783 |
|
|
|
784 |
|
|
if( job.type==ATTACH && job.node.getEffects()==effects )
|
785 |
|
|
{
|
786 |
|
|
mJobs.remove(i);
|
787 |
|
|
break;
|
788 |
|
|
}
|
789 |
|
|
}
|
790 |
8baa1fe6
|
Leszek Koltunski
|
}
|
791 |
af27df87
|
leszek
|
}
|
792 |
|
|
|
793 |
a09ada4c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
794 |
|
|
/**
|
795 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
796 |
c204c69d
|
leszek
|
* <p>
|
797 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
798 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
799 |
c204c69d
|
leszek
|
*
|
800 |
|
|
* @param node The Node to remove.
|
801 |
|
|
*/
|
802 |
|
|
public void detach(DistortedNode node)
|
803 |
|
|
{
|
804 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(DETACH,node));
|
805 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
806 |
a09ada4c
|
Leszek Koltunski
|
}
|
807 |
|
|
|
808 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
809 |
|
|
/**
|
810 |
|
|
* Removes all children Nodes.
|
811 |
c204c69d
|
leszek
|
* <p>
|
812 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
813 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
814 |
c204c69d
|
leszek
|
*/
|
815 |
|
|
public void detachAll()
|
816 |
|
|
{
|
817 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(DETALL,null));
|
818 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
819 |
c204c69d
|
leszek
|
}
|
820 |
|
|
|
821 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
822 |
|
|
/**
|
823 |
|
|
* This is not really part of the public API. Has to be public only because it is a part of the
|
824 |
efe3d8fe
|
leszek
|
* DistortedSlave interface, which should really be a class that we extend here instead but
|
825 |
c204c69d
|
leszek
|
* Java has no multiple inheritance.
|
826 |
43fbf0dd
|
leszek
|
*
|
827 |
|
|
* @y.exclude
|
828 |
a09ada4c
|
Leszek Koltunski
|
*/
|
829 |
efe3d8fe
|
leszek
|
public void doWork()
|
830 |
a09ada4c
|
Leszek Koltunski
|
{
|
831 |
efe3d8fe
|
leszek
|
int num = mJobs.size();
|
832 |
|
|
Job job;
|
833 |
|
|
|
834 |
|
|
for(int i=0; i<num; i++)
|
835 |
|
|
{
|
836 |
|
|
job = mJobs.remove(0);
|
837 |
|
|
|
838 |
|
|
switch(job.type)
|
839 |
|
|
{
|
840 |
be60d4ff
|
leszek
|
case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
|
841 |
|
|
job.node.setSurfaceParent(this);
|
842 |
|
|
DistortedMaster.addSorted(mChildren,job.node);
|
843 |
efe3d8fe
|
leszek
|
mNumChildren++;
|
844 |
|
|
break;
|
845 |
be60d4ff
|
leszek
|
case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
|
846 |
efe3d8fe
|
leszek
|
{
|
847 |
be60d4ff
|
leszek
|
job.node.setSurfaceParent(null);
|
848 |
efe3d8fe
|
leszek
|
mNumChildren--;
|
849 |
|
|
}
|
850 |
|
|
break;
|
851 |
be60d4ff
|
leszek
|
case DETALL: if( mNumChildren>0 )
|
852 |
efe3d8fe
|
leszek
|
{
|
853 |
be60d4ff
|
leszek
|
DistortedNode tmp;
|
854 |
|
|
|
855 |
|
|
for(int j=mNumChildren-1; j>=0; j--)
|
856 |
|
|
{
|
857 |
|
|
tmp = mChildren.remove(j);
|
858 |
|
|
tmp.setSurfaceParent(null);
|
859 |
|
|
}
|
860 |
|
|
|
861 |
efe3d8fe
|
leszek
|
mNumChildren = 0;
|
862 |
|
|
}
|
863 |
|
|
break;
|
864 |
ffbe7ecf
|
Leszek Koltunski
|
case SORT : mChildren.remove(job.node);
|
865 |
be60d4ff
|
leszek
|
DistortedMaster.addSorted(mChildren,job.node);
|
866 |
efe3d8fe
|
leszek
|
break;
|
867 |
|
|
}
|
868 |
|
|
}
|
869 |
a09ada4c
|
Leszek Koltunski
|
}
|
870 |
af4cc5db
|
Leszek Koltunski
|
}
|