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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 8ebbc730

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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 float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    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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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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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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    {
263
    DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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270
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
271
    {
272
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(time,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    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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279
    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
287

    
288
    DistortedRenderState.colorDepthStencilRestore();
289
    DistortedRenderState.restoreDepthTest();
290

    
291
    return 1;
292
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
295
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
296

    
297
  private int oitRender(long currTime)
298
    {
299
    float corrW = getWidthCorrection();
300
    float corrH = getHeightCorrection();
301

    
302
    // Do the Collapse Pass only if we do have a Depth attachment.
303
    // Otherwise there's no point (in fact we then would create a feedback loop!)
304

    
305
    if( mDepthStencilH[0] != 0 )
306
      {
307
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
308
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
309
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
310
      DistortedRenderState.switchOffColorDepthStencil();
311
      DistortedEffects.oitCollapse(this, corrW, corrH);
312
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
313
      }
314

    
315
    setAsOutput(currTime);
316
    DistortedRenderState.switchColorDepthOnStencilOff();
317
    DistortedEffects.oitRender(this, corrW, corrH);
318
    DistortedRenderState.restoreColorDepthStencil();
319

    
320
    return 1;
321
    }
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323
///////////////////////////////////////////////////////////////////////////////////////////////////
324

    
325
  private static void clearBuffer(DistortedOutputSurface buffer)
326
    {
327
    GLES31.glStencilMask(0xff);
328
    GLES31.glDepthMask(true);
329
    GLES31.glColorMask(true,true,true,true);
330
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
331
    GLES31.glClearDepthf(1.0f);
332
    GLES31.glClearStencil(0);
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334
    buffer.setAsOutput();
335
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
336
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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338
    for(int i=buffer.mNumColors-2; i>=0; i--)
339
      {
340
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
341
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
342
      }
343
    }
344

    
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346

    
347
  void clear()
348
    {
349
    DistortedRenderState.colorDepthStencilOn();
350
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
351
    GLES31.glClearDepthf(mClearDepth);
352
    GLES31.glClearStencil(mClearStencil);
353
    GLES31.glClear(mClear);
354
    DistortedRenderState.colorDepthStencilRestore();
355
    }
356

    
357
///////////////////////////////////////////////////////////////////////////////////////////////////
358
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
359
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
360
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
361

    
362
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
363
    {
364
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
365
    DistortedNode child1, child2;
366
    EffectQueuePostprocess lastQueue=null, currQueue;
367
    long lastBucket=0, currBucket;
368

    
369
    for(int i=0; i<numChildren; i++)
370
      {
371
      child1 = children.get(i);
372
      currQueue = child1.getPostprocessQueue();
373
      currBucket= currQueue.getID();
374

    
375
      if( currBucket==0 )
376
        {
377
        setAsOutput(time,fbo);
378
        numRenders += child1.draw(time,this);
379
        }
380
      else
381
        {
382
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
383

    
384
        if( lastBucket!=currBucket )
385
          {
386
          if( lastBucket==0 )
387
            {
388
            clonePostprocessingViewport(this);
389
            oitClear(this);
390
            }
391
          else
392
            {
393
            for(int j=bucketChange; j<i; j++)
394
              {
395
              child2 = children.get(j);
396
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
397
              }
398

    
399
            numRenders += lastQueue.postprocess(mBuffer);
400
            numRenders += oitBuild(time,mBuffer[quality],fbo);
401
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
402
            clearBuffer(mBuffer[quality]);
403

    
404
            }
405

    
406
          internalQuality = currQueue.getInternalQuality();
407
          quality         = currQueue.getQuality();
408
          bucketChange    = i;
409
          }
410

    
411
        mBuffer[quality].setAsOutput(time);
412
        child1.drawNoBlend(time,mBuffer[quality]);
413

    
414
        if( i==numChildren-1 )
415
          {
416
          for(int j=bucketChange; j<numChildren; j++)
417
            {
418
            child2 = children.get(j);
419
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
420
            }
421

    
422
          numRenders += currQueue.postprocess(mBuffer);
423
          numRenders += oitBuild(time,mBuffer[quality],fbo);
424
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
425
          numRenders += oitRender(time);  // merge the OIT linked list
426
          clearBuffer(mBuffer[quality]);
427
          }
428
        } // end else (postprocessed child)
429

    
430
      lastQueue = currQueue;
431
      lastBucket= currBucket;
432
      } // end main for loop
433

    
434
    return numRenders;
435
    }
436

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438

    
439
  ArrayList<DistortedNode> getChildren()
440
    {
441
    return mChildren;
442
    }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Not part of the Public API.
447
 *
448
 * @y.exclude
449
 */
450
  public float getWidthCorrection()
451
    {
452
    return (float)mWidth/mRealWidth;
453
    }
454

    
455
///////////////////////////////////////////////////////////////////////////////////////////////////
456
/**
457
 * Not part of the Public API.
458
 *
459
 * @y.exclude
460
 */
461
  public float getHeightCorrection()
462
    {
463
    return (float)mHeight/mRealHeight;
464
    }
465

    
466
///////////////////////////////////////////////////////////////////////////////////////////////////
467

    
468
  private void setAsOutput(long time, int fbo)
469
    {
470
    if( fbo>=0 && fbo<mNumFBOs )
471
      {
472
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
473

    
474
      if (mTime[fbo] != time)
475
        {
476
        mTime[fbo] = time;
477
        clear();
478
        }
479
      }
480
    else
481
      {
482
      android.util.Log.e("surface", "error in setAsOutput, fbo="+fbo);
483
      }
484
    }
485

    
486
///////////////////////////////////////////////////////////////////////////////////////////////////
487
// PUBLIC API
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489
/**
490
 * Draws all the attached children to this OutputSurface's 0th FBO.
491
 * <p>
492
 * Must be called from a thread holding OpenGL Context.
493
 *
494
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
495
 * @return Number of objects rendered.
496
 */
497
  public int render(long time)
498
    {
499
    return render(time,0);
500
    }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503
/**
504
 * Draws all the attached children to this OutputSurface.
505
 * <p>
506
 * Must be called from a thread holding OpenGL Context.
507
 *
508
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
509
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
510
 * @return Number of objects rendered.
511
 */
512
  public int render(long time, int fbo)
513
    {
514
    // change tree topology (attach and detach children)
515
/*
516
    boolean changed1 =
517
*/
518
    DistortedMaster.toDo();
519
/*
520
    if( changed1 )
521
      {
522
      for(int i=0; i<mNumChildren; i++)
523
        {
524
        mChildren.get(i).debug(0);
525
        }
526

    
527
      DistortedNode.debugMap();
528
      }
529
*/
530
    // create and delete all underlying OpenGL resources
531
    // Watch out: FIRST change topology, only then deal
532
    // with OpenGL resources. That's because changing Tree
533
    // can result in additional Framebuffers that would need
534
    // to be created immediately, before the calls to drawRecursive()
535
/*
536
    boolean changed2 =
537
*/
538
    toDo();
539
/*
540
    if( changed2 )
541
      {
542
      DistortedObject.debugLists();
543
      }
544
*/
545
    // mark OpenGL state as unknown
546
    DistortedRenderState.reset();
547

    
548
    int numRenders=0;
549

    
550
    for(int i=0; i<mNumChildren; i++)
551
      {
552
      numRenders += mChildren.get(i).renderRecursive(time);
553
      }
554

    
555
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
556

    
557
    return numRenders;
558
    }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * Bind this Surface as a Framebuffer we can render to.
563
 *
564
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
565
 *             out if this is the first time during present frame that this FBO is being set as output.
566
 *             If so, the library, in addition to binding the Surface for output, also clears the
567
 *             Surface's color and depth attachments.
568
 */
569
  public void setAsOutput(long time)
570
    {
571
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
572

    
573
    if( mTime[0]!=time )
574
      {
575
      mTime[0] = time;
576
      clear();
577
      }
578
    }
579

    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581
/**
582
 * Bind this Surface as a Framebuffer we can render to.
583
 * <p>
584
 * This version does not attempt to clear anything.
585
 */
586

    
587
  public void setAsOutput()
588
    {
589
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
590
    }
591

    
592
///////////////////////////////////////////////////////////////////////////////////////////////////
593
/**
594
 * Return the Near plane of the Projection included in the Surface.
595
 *
596
 * @return the Near plane.
597
 */
598
  public float getNear()
599
    {
600
    return mNear;
601
    }
602

    
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * Set mipmap level.
606
 * <p>
607
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
608
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
609
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
610
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
611
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
612
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
613
 * <p>
614
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
615
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
616
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
617
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
618
 *
619
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
620
 *               does not make any sense (that would result in loss of speed and no gain in quality)
621
 */
622
  public void setMipmap(float mipmap)
623
    {
624
    mMipmap = mipmap;
625
    }
626

    
627
///////////////////////////////////////////////////////////////////////////////////////////////////
628
/**
629
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
630
 * this Surface at the beginning of each frame.
631
 *
632
 * @param r the Red component. Default: 0.0f
633
 * @param g the Green component. Default: 0.0f
634
 * @param b the Blue component. Default: 0.0f
635
 * @param a the Alpha component. Default: 0.0f
636
 */
637
  public void glClearColor(float r, float g, float b, float a)
638
    {
639
    mClearR = r;
640
    mClearG = g;
641
    mClearB = b;
642
    mClearA = a;
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
/**
647
 * Uses glClearDepthf() to set up a value with which to clear
648
 * the Depth buffer of our Surface at the beginning of each frame.
649
 *
650
 * @param d the Depth. Default: 1.0f
651
 */
652
  public void glClearDepthf(float d)
653
    {
654
    mClearDepth = d;
655
    }
656

    
657
///////////////////////////////////////////////////////////////////////////////////////////////////
658
/**
659
 * Uses glClearStencil() to set up a value with which to clear the
660
 * Stencil buffer of our Surface at the beginning of each frame.
661
 *
662
 * @param s the Stencil. Default: 0
663
 */
664
  public void glClearStencil(int s)
665
    {
666
    mClearStencil = s;
667
    }
668

    
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670
/**
671
 * Which buffers to Clear at the beginning of each frame?
672
 * <p>
673
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
674
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
675
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
676
 *
677
 * @param mask bitwise OR of BUFFER_BITs to clear.
678
 */
679
  public void glClear(int mask)
680
    {
681
    mClear = mask;
682
    }
683

    
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
/**
686
 * Create new Projection matrix.
687
 *
688
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
689
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
690
 * @param near Distance between the screen plane and the near plane.
691
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
692
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
693
 */
694
  public void setProjection(float fov, float near)
695
    {
696
    if( fov < 180.0f && fov >=0.0f )
697
      {
698
      mFOV = fov;
699
      }
700

    
701
    if( near<   1.0f && near> 0.0f )
702
      {
703
      mNear= near;
704
      }
705
    else if( near<=0.0f )
706
      {
707
      mNear = 0.01f;
708
      }
709
    else if( near>=1.0f )
710
      {
711
      mNear=0.99f;
712
      }
713

    
714
    createProjection();
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719
 * Resize the underlying Framebuffer.
720
 * <p>
721
 * This method can be safely called mid-render as it doesn't interfere with rendering.
722
 *
723
 * @param width The new width.
724
 * @param height The new height.
725
 */
726
  public void resize(int width, int height)
727
    {
728
    if( mWidth!=width || mHeight!=height )
729
      {
730
      mWidth = mRealWidth = width;
731
      mHeight= mRealHeight= height;
732

    
733
      createProjection();
734

    
735
      if( mColorCreated==CREATED )
736
        {
737
        markForCreation();
738
        recreate();
739
        }
740
      }
741
    }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Return true if the Surface contains a DEPTH attachment.
746
 *
747
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
748
 */
749
  public boolean hasDepth()
750
    {
751
    return mDepthStencilCreated==CREATED;
752
    }
753

    
754
///////////////////////////////////////////////////////////////////////////////////////////////////
755
/**
756
 * Return true if the Surface contains a STENCIL attachment.
757
 *
758
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
759
 */
760
  public boolean hasStencil()
761
    {
762
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Adds a new child to the last position in the list of our Surface's children.
768
 * <p>
769
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
770
 * DistortedMaster (by calling doWork())
771
 *
772
 * @param node The new Node to add.
773
 */
774
  public void attach(DistortedNode node)
775
    {
776
    mJobs.add(new Job(ATTACH,node));
777
    DistortedMaster.newSlave(this);
778
    }
779

    
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782
 * Adds a new child to the last position in the list of our Surface's children.
783
 * <p>
784
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
785
 * DistortedMaster (by calling doWork())
786
 *
787
 * @param surface InputSurface to initialize our child Node with.
788
 * @param effects DistortedEffects to initialize our child Node with.
789
 * @param mesh MeshObject to initialize our child Node with.
790
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
791
 */
792
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
793
    {
794
    DistortedNode node = new DistortedNode(surface,effects,mesh);
795
    mJobs.add(new Job(ATTACH,node));
796
    DistortedMaster.newSlave(this);
797
    return node;
798
    }
799

    
800
///////////////////////////////////////////////////////////////////////////////////////////////////
801
/**
802
 * Removes the first occurrence of a specified child from the list of children of our Surface.
803
 * <p>
804
 * A bit questionable method as there can be many different Nodes attached as children, some
805
 * of them having the same Effects but - for instance - different Mesh. Use with care.
806
 * <p>
807
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
808
 * DistortedMaster (by calling doWork())
809
 *
810
 * @param effects DistortedEffects to remove.
811
 */
812
  public void detach(DistortedEffects effects)
813
    {
814
    long id = effects.getID();
815
    DistortedNode node;
816
    boolean detached = false;
817

    
818
    for(int i=0; i<mNumChildren; i++)
819
      {
820
      node = mChildren.get(i);
821

    
822
      if( node.getEffects().getID()==id )
823
        {
824
        detached = true;
825
        mJobs.add(new Job(DETACH,node));
826
        DistortedMaster.newSlave(this);
827
        break;
828
        }
829
      }
830

    
831
    if( !detached )
832
      {
833
      // if we failed to detach any, it still might be the case that
834
      // there's an ATTACH job that we need to cancel.
835
      int num = mJobs.size();
836
      Job job;
837

    
838
      for(int i=0; i<num; i++)
839
        {
840
        job = mJobs.get(i);
841

    
842
        if( job.type==ATTACH && job.node.getEffects()==effects )
843
          {
844
          mJobs.remove(i);
845
          break;
846
          }
847
        }
848
      }
849
    }
850

    
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * Removes the first occurrence of a specified child from the list of children of our Surface.
854
 * <p>
855
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
856
 * DistortedMaster (by calling doWork())
857
 *
858
 * @param node The Node to remove.
859
 */
860
  public void detach(DistortedNode node)
861
    {
862
    mJobs.add(new Job(DETACH,node));
863
    DistortedMaster.newSlave(this);
864
    }
865

    
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * Removes all children Nodes.
869
 * <p>
870
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
871
 * DistortedMaster (by calling doWork())
872
 */
873
  public void detachAll()
874
    {
875
    mJobs.add(new Job(DETALL,null));
876
    DistortedMaster.newSlave(this);
877
    }
878

    
879
///////////////////////////////////////////////////////////////////////////////////////////////////
880
/**
881
 * This is not really part of the public API. Has to be public only because it is a part of the
882
 * DistortedSlave interface, which should really be a class that we extend here instead but
883
 * Java has no multiple inheritance.
884
 *
885
 * @y.exclude
886
 */
887
  public void doWork()
888
    {
889
    int num = mJobs.size();
890
    Job job;
891

    
892
    for(int i=0; i<num; i++)
893
      {
894
      job = mJobs.remove(0);
895

    
896
      switch(job.type)
897
        {
898
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
899
                     job.node.setSurfaceParent(this);
900
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
901
                     mNumChildren++;
902
                     break;
903
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
904
                       {
905
                       job.node.setSurfaceParent(null);
906
                       mNumChildren--;
907
                       }
908
                     break;
909
        case DETALL: if( mNumChildren>0 )
910
                       {
911
                       DistortedNode tmp;
912

    
913
                       for(int j=mNumChildren-1; j>=0; j--)
914
                         {
915
                         tmp = mChildren.remove(j);
916
                         tmp.setSurfaceParent(null);
917
                         }
918

    
919
                       mNumChildren = 0;
920
                       }
921
                     break;
922
        case SORT  : mChildren.remove(job.node);
923
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
924
                     break;
925
        }
926
      }
927
    }
928
}
(8-8/21)