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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
274
        {
275
        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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283
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
284
        }
285
      }
286
    }
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288
///////////////////////////////////////////////////////////////////////////////////////////////////
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290
  private static void createBuffers(int width, int height, float near)
291
    {
292
    float mipmap=1.0f;
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294
    for(int j=0; j<EffectQuality.LENGTH; j++)
295
      {
296
      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
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301
      mipmap *= EffectQuality.MULTIPLIER;
302
      }
303

    
304
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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306
    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);
311
    GLES31.glClearStencil(0);
312

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

    
325
  static synchronized void onDestroy()
326
    {
327
    for(int j=0; j<EffectQuality.LENGTH; j++)
328
      {
329
      mBuffer[j] = null;
330
      }
331
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
334
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
335
// set of them) so before we use them for output, we need to adjust the Vieport as if they were
336
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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339
  private static void cloneViewport(DistortedOutputSurface from)
340
    {
341
    if( mBuffer[0].mWidth != from.mWidth )
342
      {
343
      DistortedOutputSurface surface;
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345
      for(int i=0; i<EffectQuality.LENGTH; i++)
346
        {
347
        surface = mBuffer[i];
348

    
349
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
350
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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352
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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354
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
355

    
356
        surface.createProjection();
357

    
358
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
359
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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361
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
362
          {
363
          surface.mRealWidth = maxw;
364
          surface.mRealHeight = maxh;
365

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

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

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

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

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

    
393
    // clear buffers
394
    GLES31.glStencilMask(0xff);
395
    GLES31.glDepthMask(true);
396
    GLES31.glColorMask(true,true,true,true);
397
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
398
    GLES31.glClearDepthf(1.0f);
399
    GLES31.glClearStencil(0);
400

    
401
    buffer.setAsOutput();
402
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
403
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
404
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
405
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
406

    
407
    return 1;
408
    }
409

    
410
///////////////////////////////////////////////////////////////////////////////////////////////////
411
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
412
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
413
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
414

    
415
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
416
    {
417
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
418
    DistortedNode child1, child2;
419
    EffectQueuePostprocess lastQueue=null, currQueue;
420
    long lastBucket=0, currBucket;
421

    
422
    for(int i=0; i<numChildren; i++)
423
      {
424
      child1 = children.get(i);
425
      currQueue = child1.getPostprocessQueue();
426
      currBucket= currQueue.getID();
427

    
428
      if( currBucket==0 ) numRenders += child1.draw(time,this);
429
      else
430
        {
431
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
432

    
433
        if( lastBucket!=currBucket )
434
          {
435
          if( lastBucket!=0 )
436
            {
437
            for(int j=bucketChange; j<i; j++)
438
              {
439
              child2 = children.get(j);
440
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
441
              }
442

    
443
            numRenders += lastQueue.postprocess(mBuffer);
444
            numRenders += blitWithDepth(time, mBuffer[quality]);
445

    
446
            mBuffer[quality].setAsOutputAndClear(time);
447
            }
448

    
449
          internalQuality = currQueue.getInternalQuality();
450
          quality         = currQueue.getQuality();
451
          bucketChange    = i;
452

    
453
          cloneViewport(this);
454
          }
455

    
456
        child1.draw(time,mBuffer[quality]);
457

    
458
        if( i==numChildren-1 )
459
          {
460
          for(int j=bucketChange; j<numChildren; j++)
461
            {
462
            child2 = children.get(j);
463
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
464
            }
465

    
466
          numRenders += currQueue.postprocess(mBuffer);
467
          numRenders += blitWithDepth(time, mBuffer[quality]);
468
          }
469
        }
470

    
471
      lastQueue = currQueue;
472
      lastBucket= currBucket;
473
      }
474

    
475
    return numRenders;
476
    }
477

    
478
///////////////////////////////////////////////////////////////////////////////////////////////////
479

    
480
  ArrayList<DistortedNode> getChildren()
481
    {
482
    return mChildren;
483
    }
484

    
485
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
527
// PUBLIC API
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
/**
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
    if( this instanceof DistortedScreen )
539
      mDebugLevel = bitmask;
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543

    
544
/**
545
 * Draws all the attached children to this OutputSurface.
546
 * <p>
547
 * Must be called from a thread holding OpenGL Context.
548
 *
549
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
550
 * @return Number of objects rendered.
551
 */
552
  public int render(long time)
553
    {
554
    if( mDebugLevel!=0 ) prepareDebug(time);
555

    
556
    // change tree topology (attach and detach children)
557
/*
558
    boolean changed1 =
559
*/
560
    DistortedMaster.toDo();
561
/*
562
    if( changed1 )
563
      {
564
      for(int i=0; i<mNumChildren; i++)
565
        {
566
        mChildren.get(i).debug(0);
567
        }
568

    
569
      DistortedNode.debugMap();
570
      }
571
*/
572
    // 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
/*
578
    boolean changed2 =
579
*/
580
    toDo();
581
/*
582
    if( changed2 )
583
      {
584
      DistortedObject.debugLists();
585
      }
586
*/
587
    // mark OpenGL state as unknown
588
    DistortedRenderState.reset();
589

    
590
    int numRenders=0;
591

    
592
    for(int i=0; i<mNumChildren; i++)
593
      {
594
      numRenders += mChildren.get(i).renderRecursive(time);
595
      }
596

    
597
    setAsOutput(time);
598
    numRenders += renderChildren(time,mNumChildren,mChildren);
599

    
600
    if( mDebugLevel != 0 ) renderDebug(time);
601

    
602
    return numRenders;
603
    }
604

    
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606
/**
607
 * Bind this Surface as a Framebuffer we can render to.
608
 *
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
 */
614
  public void setAsOutput(long time)
615
    {
616
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
617

    
618
    if( mTime!=time )
619
      {
620
      mTime = time;
621
      DistortedRenderState.colorDepthStencilOn();
622
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
623
      GLES31.glClearDepthf(mClearDepth);
624
      GLES31.glClearStencil(mClearStencil);
625
      GLES31.glClear(mClear);
626
      DistortedRenderState.colorDepthStencilRestore();
627
/*
628
      if( mSSBO[0]>=0 )
629
        {
630
        // yes, this DOES keep on working when 'value' overflows into negative territory.
631
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
632

    
633
        if( value-mLastValue[mLastIndex]!=mLastDiff )
634
          {
635
          android.util.Log.d("surface", "id " + mSurfaceID +
636
                             (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
          }
641

    
642
        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
        }
649

    
650
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
651
*/
652
      }
653
    }
654

    
655
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
665
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
703
/**
704
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
705
 * this Surface at the beginning of each frame.
706
 *
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
 * 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
 *
725
 * @param d the Depth. Default: 1.0f
726
 */
727
  public void glClearDepthf(float d)
728
    {
729
    mClearDepth = d;
730
    }
731

    
732
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
760
/**
761
 * Create new Projection matrix.
762
 *
763
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
764
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
765
 * @param near Distance between the screen plane and the near plane.
766
 *             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
 */
769
  public void setProjection(float fov, float near)
770
    {
771
    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

    
789
    if( mBuffer[0]!=null )
790
      {
791
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
792
      }
793

    
794
    createProjection();
795
    }
796

    
797
///////////////////////////////////////////////////////////////////////////////////////////////////
798
/**
799
 * Resize the underlying Framebuffer.
800
 * <p>
801
 * This method can be safely called mid-render as it doesn't interfere with rendering.
802
 *
803
 * @param width The new width.
804
 * @param height The new height.
805
 */
806
  public void resize(int width, int height)
807
    {
808
    if( mWidth!=width || mHeight!=height )
809
      {
810
      mWidth = mRealWidth = width;
811
      mHeight= mRealHeight= height;
812

    
813
      createProjection();
814

    
815
      if( mColorCreated==CREATED )
816
        {
817
        markForCreation();
818
        recreate();
819
        }
820
      }
821
    }
822

    
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825
 * Return true if the Surface contains a DEPTH attachment.
826
 *
827
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
828
 */
829
  public boolean hasDepth()
830
    {
831
    return mDepthStencilCreated==CREATED;
832
    }
833

    
834
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836
 * Return true if the Surface contains a STENCIL attachment.
837
 *
838
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
839
 */
840
  public boolean hasStencil()
841
    {
842
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
843
    }
844

    
845
///////////////////////////////////////////////////////////////////////////////////////////////////
846
/**
847
 * Adds a new child to the last position in the list of our Surface's children.
848
 * <p>
849
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
850
 * DistortedMaster (by calling doWork())
851
 *
852
 * @param node The new Node to add.
853
 */
854
  public void attach(DistortedNode node)
855
    {
856
    mJobs.add(new Job(ATTACH,node));
857
    DistortedMaster.newSlave(this);
858
    }
859

    
860
///////////////////////////////////////////////////////////////////////////////////////////////////
861
/**
862
 * Adds a new child to the last position in the list of our Surface's children.
863
 * <p>
864
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
865
 * DistortedMaster (by calling doWork())
866
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
873
    {
874
    DistortedNode node = new DistortedNode(surface,effects,mesh);
875
    mJobs.add(new Job(ATTACH,node));
876
    DistortedMaster.newSlave(this);
877
    return node;
878
    }
879

    
880
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
889
 *
890
 * @param effects DistortedEffects to remove.
891
 */
892
  public void detach(DistortedEffects effects)
893
    {
894
    long id = effects.getID();
895
    DistortedNode node;
896
    boolean detached = false;
897

    
898
    for(int i=0; i<mNumChildren; i++)
899
      {
900
      node = mChildren.get(i);
901

    
902
      if( node.getEffects().getID()==id )
903
        {
904
        detached = true;
905
        mJobs.add(new Job(DETACH,node));
906
        DistortedMaster.newSlave(this);
907
        break;
908
        }
909
      }
910

    
911
    if( !detached )
912
      {
913
      // if we failed to detach any, it still might be the case that
914
      // 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
      }
929
    }
930

    
931
///////////////////////////////////////////////////////////////////////////////////////////////////
932
/**
933
 * Removes the first occurrence of a specified child from the list of children of our Surface.
934
 * <p>
935
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
936
 * DistortedMaster (by calling doWork())
937
 *
938
 * @param node The Node to remove.
939
 */
940
  public void detach(DistortedNode node)
941
    {
942
    mJobs.add(new Job(DETACH,node));
943
    DistortedMaster.newSlave(this);
944
    }
945

    
946
///////////////////////////////////////////////////////////////////////////////////////////////////
947
/**
948
 * Removes all children Nodes.
949
 * <p>
950
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
951
 * DistortedMaster (by calling doWork())
952
 */
953
  public void detachAll()
954
    {
955
    mJobs.add(new Job(DETALL,null));
956
    DistortedMaster.newSlave(this);
957
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
963
 * Java has no multiple inheritance.
964
 *
965
 * @y.exclude
966
 */
967
  public void doWork()
968
    {
969
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
979
                     job.node.setSurfaceParent(this);
980
                     DistortedMaster.addSorted(mChildren,job.node);
981
                     mNumChildren++;
982
                     break;
983
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
984
                       {
985
                       job.node.setSurfaceParent(null);
986
                       mNumChildren--;
987
                       }
988
                     break;
989
        case DETALL: if( mNumChildren>0 )
990
                       {
991
                       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
                       mNumChildren = 0;
1000
                       }
1001
                     break;
1002
        case SORT  : mChildren.remove(job.node);
1003
                     DistortedMaster.addSorted(mChildren,job.node);
1004
                     break;
1005
        }
1006
      }
1007
    }
1008
}
(9-9/22)