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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 9455da17

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  private int mDebugLevel;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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  ////////////////////////////////////////////////////////////////////////////////
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  // section dealing with Shader Storage Buffer Object (for counting transparency)
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  private static final int FRAME_DELAY = 3;
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  private static int mBufferSize       =10;
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  private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter();
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  private static int[] mSSBO = new int[1];
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  private static IntBuffer mIntBuffer;
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  static
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    {
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    mSSBO[0]= -1;
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    }
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  private int mSurfaceID;
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  private int mLastIndex;
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  private int[] mLastValue = new int[FRAME_DELAY];
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  private int mLastDiff = -1;
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  private static final int RUNNING_AVERAGE = 10;
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  private int[] mRunningAvg = new int[RUNNING_AVERAGE];
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  private int mAvgIndex;
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  private int mAvgSum;
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  // end section
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  ////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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  abstract void createSurface();
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  abstract void deleteSurface();
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  abstract void recreateSurface();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mDebugLevel = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void create()
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    {
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    if( mSSBO[0]<0 )
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      {
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      GLES31.glGenBuffers(1,mSSBO,0);
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      // here bind the new SSBO and map it
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      }
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    mSurfaceID = mSurfaceCounter.returnNext();
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    if( mSurfaceID>=mBufferSize )
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      {
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      // increase size of the Buffer, copy over old values, remap.
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      int[] tmp = new int[FRAME_DELAY *mBufferSize];
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      for(int i = 0; i< FRAME_DELAY *mBufferSize; i++) tmp[i] = mIntBuffer.get(i);
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      mBufferSize*= 2;
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 0, 0);
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      GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER,0);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      for(int i=0;i<tmp.length;i++) mIntBuffer.put(i,tmp[i]);
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      }
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    createSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void delete()
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    {
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    mSurfaceCounter.release(mSurfaceID);
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    deleteSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void recreate()
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    {
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    mSSBO[0]  = -1;
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    mLastDiff = -1;
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    for(int i = 0; i< FRAME_DELAY; i++) mLastValue[i] = 0;
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    mSurfaceCounter.releaseAll();
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    recreateSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNewCounter()
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    {
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    return FRAME_DELAY*mSurfaceID + mLastIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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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 createBuffers(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 Vieport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void cloneViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth )
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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.recreateSurface();
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          surface.createSurface();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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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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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.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, buffer.mColorH[0], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 ) numRenders += child1.draw(time,this);
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      else
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        {
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        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
435 915b7b2b leszek
          if( lastBucket!=0 )
436 c9a24bfb Leszek Koltunski
            {
437
            for(int j=bucketChange; j<i; j++)
438
              {
439 3f44e745 Leszek Koltunski
              child2 = children.get(j);
440 70b6a155 Leszek Koltunski
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
441 c9a24bfb Leszek Koltunski
              }
442
443 61441ce2 Leszek Koltunski
            numRenders += lastQueue.postprocess(mBuffer);
444 bed13bea leszek
            numRenders += blitWithDepth(time, mBuffer[quality]);
445 9455da17 Leszek Koltunski
446
            mBuffer[quality].setAsOutputAndClear(time);
447 c9a24bfb Leszek Koltunski
            }
448 660cd468 leszek
449 70b6a155 Leszek Koltunski
          internalQuality = currQueue.getInternalQuality();
450
          quality         = currQueue.getQuality();
451
          bucketChange    = i;
452 ce154014 Leszek Koltunski
453
          cloneViewport(this);
454 c9a24bfb Leszek Koltunski
          }
455
456 70b6a155 Leszek Koltunski
        child1.draw(time,mBuffer[quality]);
457 c9a24bfb Leszek Koltunski
458 8e28b6ff leszek
        if( i==numChildren-1 )
459 cf7394cc leszek
          {
460 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
461 c9a24bfb Leszek Koltunski
            {
462 3f44e745 Leszek Koltunski
            child2 = children.get(j);
463 70b6a155 Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
464 c9a24bfb Leszek Koltunski
            }
465
466 61441ce2 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer);
467 7266d8ef Leszek Koltunski
          numRenders += blitWithDepth(time, mBuffer[quality]);
468 cf7394cc leszek
          }
469 60c1c622 leszek
        }
470 b9798977 leszek
471 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
472
      lastBucket= currBucket;
473 95c441a2 leszek
      }
474 270c27bc Leszek Koltunski
475 39086ebb leszek
    return numRenders;
476
    }
477
478 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
479
480 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
481 be60d4ff leszek
    {
482 26a4e5f6 leszek
    return mChildren;
483 be60d4ff leszek
    }
484
485 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
486
/**
487
 * Not part of the Public API.
488
 *
489
 * @y.exclude
490
 */
491
  public float getWidthCorrection()
492
    {
493
    return (float)mWidth/mRealWidth;
494
    }
495
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497
/**
498
 * Not part of the Public API.
499
 *
500
 * @y.exclude
501
 */
502
  public float getHeightCorrection()
503
    {
504
    return (float)mHeight/mRealHeight;
505
    }
506
507 9455da17 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
508
/**
509
 * Bind this Surface as a Framebuffer we can render to; always clear it's color bit.
510
 *
511
 * Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times
512
 * per frame.
513
 */
514
515
  private void setAsOutputAndClear(long time)
516
    {
517
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
518
519
    mTime = time;    // have to do this otherwise on the next setAsOutput() we would clear
520
    DistortedRenderState.colorDepthStencilOn();
521
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
522
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
523
    DistortedRenderState.colorDepthStencilRestore();
524
    }
525
526 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
527
// PUBLIC API
528 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
529 86e99907 leszek
/**
530
 * Make the library show various debugging information.
531
 * <p>
532
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
533
 *
534
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
535
 */
536
  public void setDebug(int bitmask)
537
    {
538 26a4e5f6 leszek
    if( this instanceof DistortedScreen )
539
      mDebugLevel = bitmask;
540 86e99907 leszek
    }
541
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543
544 c5369f1b leszek
/**
545 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
546 af4cc5db Leszek Koltunski
 * <p>
547
 * Must be called from a thread holding OpenGL Context.
548
 *
549 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
550 7691a39f leszek
 * @return Number of objects rendered.
551 c5369f1b leszek
 */
552 b2939df4 Leszek Koltunski
  public int render(long time)
553 af4cc5db Leszek Koltunski
    {
554 26a4e5f6 leszek
    if( mDebugLevel!=0 ) prepareDebug(time);
555 86e99907 leszek
556 c204c69d leszek
    // change tree topology (attach and detach children)
557 889cce10 Leszek Koltunski
/*
558 42571056 Leszek Koltunski
    boolean changed1 =
559 889cce10 Leszek Koltunski
*/
560 efe3d8fe leszek
    DistortedMaster.toDo();
561 eadf0859 leszek
/*
562 42571056 Leszek Koltunski
    if( changed1 )
563 c204c69d leszek
      {
564
      for(int i=0; i<mNumChildren; i++)
565
        {
566 af27df87 leszek
        mChildren.get(i).debug(0);
567 c204c69d leszek
        }
568 af27df87 leszek
569 7691a39f leszek
      DistortedNode.debugMap();
570 c204c69d leszek
      }
571 eadf0859 leszek
*/
572 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
573
    // Watch out: FIRST change topology, only then deal
574
    // with OpenGL resources. That's because changing Tree
575
    // can result in additional Framebuffers that would need
576
    // to be created immediately, before the calls to drawRecursive()
577 42571056 Leszek Koltunski
/*
578
    boolean changed2 =
579
*/
580 f8377ef8 leszek
    toDo();
581 eadf0859 leszek
/*
582 42571056 Leszek Koltunski
    if( changed2 )
583 af27df87 leszek
      {
584 226144d0 leszek
      DistortedObject.debugLists();
585 42571056 Leszek Koltunski
      }
586 eadf0859 leszek
*/
587 c834348d leszek
    // mark OpenGL state as unknown
588
    DistortedRenderState.reset();
589 2ed1c692 leszek
590 b2939df4 Leszek Koltunski
    int numRenders=0;
591 7691a39f leszek
592 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
593 af4cc5db Leszek Koltunski
      {
594 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
595 af4cc5db Leszek Koltunski
      }
596 7691a39f leszek
597 070695a5 Leszek Koltunski
    setAsOutput(time);
598 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
599
600 26a4e5f6 leszek
    if( mDebugLevel != 0 ) renderDebug(time);
601 b28c6c21 leszek
602 7691a39f leszek
    return numRenders;
603 af4cc5db Leszek Koltunski
    }
604
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606 c5369f1b leszek
/**
607
 * Bind this Surface as a Framebuffer we can render to.
608 02ab6f9d leszek
 *
609
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
610
 *             out if this is the first time during present frame that this FBO is being set as output.
611
 *             If so, the library, in addition to binding the Surface for output, also clears the
612
 *             Surface's color and depth attachments.
613 c5369f1b leszek
 */
614 95c441a2 leszek
  public void setAsOutput(long time)
615 a436ccc5 leszek
    {
616 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
617 95c441a2 leszek
618
    if( mTime!=time )
619
      {
620
      mTime = time;
621 23eecbd9 Leszek Koltunski
      DistortedRenderState.colorDepthStencilOn();
622 e6519ac8 Leszek Koltunski
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
623
      GLES31.glClearDepthf(mClearDepth);
624
      GLES31.glClearStencil(mClearStencil);
625
      GLES31.glClear(mClear);
626 144d252c Leszek Koltunski
      DistortedRenderState.colorDepthStencilRestore();
627 9455da17 Leszek Koltunski
/*
628 2faad666 Leszek Koltunski
      if( mSSBO[0]>=0 )
629 df4d7edc Leszek Koltunski
        {
630
        // yes, this DOES keep on working when 'value' overflows into negative territory.
631 2faad666 Leszek Koltunski
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
632 9455da17 Leszek Koltunski
633 2faad666 Leszek Koltunski
        if( value-mLastValue[mLastIndex]!=mLastDiff )
634
          {
635
          android.util.Log.d("surface", "id " + mSurfaceID +
636 79e354b0 Leszek Koltunski
                             (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
637
                             " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
638
                             + " avg: " + (mAvgSum/RUNNING_AVERAGE)
639
                            );
640 2faad666 Leszek Koltunski
          }
641 9455da17 Leszek Koltunski
642 2faad666 Leszek Koltunski
        mLastDiff = value-mLastValue[mLastIndex];
643
        mLastValue[mLastIndex] = value;
644
645
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
646
        mRunningAvg[mAvgIndex] = mLastDiff;
647
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
648 df4d7edc Leszek Koltunski
        }
649 2faad666 Leszek Koltunski
650
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
651 9455da17 Leszek Koltunski
*/
652 95c441a2 leszek
      }
653 a436ccc5 leszek
    }
654 af4cc5db Leszek Koltunski
655 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
656
/**
657
 * Bind this Surface as a Framebuffer we can render to.
658
 * <p>
659
 * This version does not attempt to clear anything.
660
 */
661
662
  public void setAsOutput()
663
    {
664 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
665 1dfc9074 leszek
    }
666
667
///////////////////////////////////////////////////////////////////////////////////////////////////
668
/**
669
 * Return the Near plane of the Projection included in the Surface.
670
 *
671
 * @return the Near plane.
672
 */
673
  public float getNear()
674
    {
675
    return mNear;
676
    }
677
678 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Set mipmap level.
681
 * <p>
682
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
683
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
684
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
685
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
686
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
687
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
688 8426bd6a Leszek Koltunski
 * <p>
689
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
690
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
691
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
692
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
693 638b5b5c leszek
 *
694
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
695
 *               does not make any sense (that would result in loss of speed and no gain in quality)
696
 */
697
  public void setMipmap(float mipmap)
698
    {
699
    mMipmap = mipmap;
700
    }
701
702 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
703
/**
704 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
705 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
706 a9f41fa3 leszek
 *
707
 * @param r the Red component. Default: 0.0f
708
 * @param g the Green component. Default: 0.0f
709
 * @param b the Blue component. Default: 0.0f
710
 * @param a the Alpha component. Default: 0.0f
711
 */
712
  public void glClearColor(float r, float g, float b, float a)
713
    {
714
    mClearR = r;
715
    mClearG = g;
716
    mClearB = b;
717
    mClearA = a;
718
    }
719
720
///////////////////////////////////////////////////////////////////////////////////////////////////
721
/**
722 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
723
 * the Depth buffer of our Surface at the beginning of each frame.
724 a9f41fa3 leszek
 *
725
 * @param d the Depth. Default: 1.0f
726
 */
727
  public void glClearDepthf(float d)
728
    {
729
    mClearDepth = d;
730
    }
731
732 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734
 * Uses glClearStencil() to set up a value with which to clear the
735
 * Stencil buffer of our Surface at the beginning of each frame.
736
 *
737
 * @param s the Stencil. Default: 0
738
 */
739
  public void glClearStencil(int s)
740
    {
741
    mClearStencil = s;
742
    }
743
744 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
745
/**
746
 * Which buffers to Clear at the beginning of each frame?
747
 * <p>
748
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
749
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
750
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
751
 *
752
 * @param mask bitwise OR of BUFFER_BITs to clear.
753
 */
754
  public void glClear(int mask)
755
    {
756
    mClear = mask;
757
    }
758
759 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
760
/**
761
 * Create new Projection matrix.
762
 *
763
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
764 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
765
 * @param near Distance between the screen plane and the near plane.
766 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
767
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
768 af4cc5db Leszek Koltunski
 */
769 54fe333a leszek
  public void setProjection(float fov, float near)
770 af4cc5db Leszek Koltunski
    {
771 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
772
      {
773
      mFOV = fov;
774
      }
775
776
    if( near<   1.0f && near> 0.0f )
777
      {
778
      mNear= near;
779
      }
780
    else if( near<=0.0f )
781
      {
782
      mNear = 0.01f;
783
      }
784
    else if( near>=1.0f )
785
      {
786
      mNear=0.99f;
787
      }
788 af4cc5db Leszek Koltunski
789 1dfc9074 leszek
    if( mBuffer[0]!=null )
790
      {
791
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
792
      }
793
794 af4cc5db Leszek Koltunski
    createProjection();
795
    }
796
797
///////////////////////////////////////////////////////////////////////////////////////////////////
798 c5369f1b leszek
/**
799 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
800 c7da4e65 leszek
 * <p>
801
 * This method can be safely called mid-render as it doesn't interfere with rendering.
802 af4cc5db Leszek Koltunski
 *
803
 * @param width The new width.
804
 * @param height The new height.
805 c5369f1b leszek
 */
806 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
807
    {
808
    if( mWidth!=width || mHeight!=height )
809
      {
810 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
811
      mHeight= mRealHeight= height;
812 f8377ef8 leszek
813
      createProjection();
814
815 c7da4e65 leszek
      if( mColorCreated==CREATED )
816 f8377ef8 leszek
        {
817 f28fffc2 Leszek Koltunski
        markForCreation();
818 f8377ef8 leszek
        recreate();
819
        }
820 af4cc5db Leszek Koltunski
      }
821
    }
822 a09ada4c Leszek Koltunski
823 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
826 a436ccc5 leszek
 *
827 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
828 a436ccc5 leszek
 */
829 89de975c leszek
  public boolean hasDepth()
830 a436ccc5 leszek
    {
831 89de975c leszek
    return mDepthStencilCreated==CREATED;
832 a436ccc5 leszek
    }
833
834
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
837 a436ccc5 leszek
 *
838 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
839 a436ccc5 leszek
 */
840 89de975c leszek
  public boolean hasStencil()
841 a436ccc5 leszek
    {
842 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
843 a436ccc5 leszek
    }
844
845 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
846
/**
847
 * Adds a new child to the last position in the list of our Surface's children.
848 c204c69d leszek
 * <p>
849
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
850 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
851 a09ada4c Leszek Koltunski
 *
852
 * @param node The new Node to add.
853
 */
854 c204c69d leszek
  public void attach(DistortedNode node)
855 a09ada4c Leszek Koltunski
    {
856 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
857 efe3d8fe leszek
    DistortedMaster.newSlave(this);
858 a09ada4c Leszek Koltunski
    }
859
860
///////////////////////////////////////////////////////////////////////////////////////////////////
861
/**
862
 * Adds a new child to the last position in the list of our Surface's children.
863 c204c69d leszek
 * <p>
864
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
865 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
866 a09ada4c Leszek Koltunski
 *
867
 * @param surface InputSurface to initialize our child Node with.
868
 * @param effects DistortedEffects to initialize our child Node with.
869
 * @param mesh MeshObject to initialize our child Node with.
870
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
871
 */
872 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
873 a09ada4c Leszek Koltunski
    {
874
    DistortedNode node = new DistortedNode(surface,effects,mesh);
875 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
876 efe3d8fe leszek
    DistortedMaster.newSlave(this);
877 c204c69d leszek
    return node;
878
    }
879
880 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * Removes the first occurrence of a specified child from the list of children of our Surface.
883
 * <p>
884
 * A bit questionable method as there can be many different Nodes attached as children, some
885
 * of them having the same Effects but - for instance - different Mesh. Use with care.
886
 * <p>
887
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
888 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
889 af27df87 leszek
 *
890
 * @param effects DistortedEffects to remove.
891
 */
892
  public void detach(DistortedEffects effects)
893
    {
894
    long id = effects.getID();
895
    DistortedNode node;
896 8baa1fe6 Leszek Koltunski
    boolean detached = false;
897 af27df87 leszek
898
    for(int i=0; i<mNumChildren; i++)
899
      {
900
      node = mChildren.get(i);
901
902
      if( node.getEffects().getID()==id )
903
        {
904 8baa1fe6 Leszek Koltunski
        detached = true;
905 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
906 efe3d8fe leszek
        DistortedMaster.newSlave(this);
907 af27df87 leszek
        break;
908
        }
909
      }
910 8baa1fe6 Leszek Koltunski
911
    if( !detached )
912
      {
913
      // if we failed to detach any, it still might be the case that
914 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
915
      int num = mJobs.size();
916
      Job job;
917
918
      for(int i=0; i<num; i++)
919
        {
920
        job = mJobs.get(i);
921
922
        if( job.type==ATTACH && job.node.getEffects()==effects )
923
          {
924
          mJobs.remove(i);
925
          break;
926
          }
927
        }
928 8baa1fe6 Leszek Koltunski
      }
929 af27df87 leszek
    }
930
931 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
932
/**
933
 * Removes the first occurrence of a specified child from the list of children of our Surface.
934 c204c69d leszek
 * <p>
935
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
936 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
937 c204c69d leszek
 *
938
 * @param node The Node to remove.
939
 */
940
  public void detach(DistortedNode node)
941
    {
942 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
943 efe3d8fe leszek
    DistortedMaster.newSlave(this);
944 a09ada4c Leszek Koltunski
    }
945
946
///////////////////////////////////////////////////////////////////////////////////////////////////
947
/**
948
 * Removes all children Nodes.
949 c204c69d leszek
 * <p>
950
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
951 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
952 c204c69d leszek
 */
953
  public void detachAll()
954
    {
955 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
956 efe3d8fe leszek
    DistortedMaster.newSlave(this);
957 c204c69d leszek
    }
958
959
///////////////////////////////////////////////////////////////////////////////////////////////////
960
/**
961
 * This is not really part of the public API. Has to be public only because it is a part of the
962 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
963 c204c69d leszek
 * Java has no multiple inheritance.
964 43fbf0dd leszek
 *
965
 * @y.exclude
966 a09ada4c Leszek Koltunski
 */
967 efe3d8fe leszek
  public void doWork()
968 a09ada4c Leszek Koltunski
    {
969 efe3d8fe leszek
    int num = mJobs.size();
970
    Job job;
971
972
    for(int i=0; i<num; i++)
973
      {
974
      job = mJobs.remove(0);
975
976
      switch(job.type)
977
        {
978 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
979
                     job.node.setSurfaceParent(this);
980
                     DistortedMaster.addSorted(mChildren,job.node);
981 efe3d8fe leszek
                     mNumChildren++;
982
                     break;
983 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
984 efe3d8fe leszek
                       {
985 be60d4ff leszek
                       job.node.setSurfaceParent(null);
986 efe3d8fe leszek
                       mNumChildren--;
987
                       }
988
                     break;
989 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
990 efe3d8fe leszek
                       {
991 be60d4ff leszek
                       DistortedNode tmp;
992
993
                       for(int j=mNumChildren-1; j>=0; j--)
994
                         {
995
                         tmp = mChildren.remove(j);
996
                         tmp.setSurfaceParent(null);
997
                         }
998
999 efe3d8fe leszek
                       mNumChildren = 0;
1000
                       }
1001
                     break;
1002 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
1003 be60d4ff leszek
                     DistortedMaster.addSorted(mChildren,job.node);
1004 efe3d8fe leszek
                     break;
1005
        }
1006
      }
1007 a09ada4c Leszek Koltunski
    }
1008 af4cc5db Leszek Koltunski
}