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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 97020807

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,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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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+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[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
253
          {
254
          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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257
          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
267
    {
268
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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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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284
    // clear buffers
285
    GLES31.glStencilMask(0xff);
286
    GLES31.glDepthMask(true);
287
    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
289
    GLES31.glClearDepthf(1.0f);
290
    GLES31.glClearStencil(0);
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292
    buffer.setAsOutputFBO(fbo);
293
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+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[2*fbo  ], 0);
296
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
297

    
298
    return 1;
299
    }
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301
///////////////////////////////////////////////////////////////////////////////////////////////////
302

    
303
  private static void oitClear(DistortedOutputSurface buffer)
304
    {
305
    DistortedEffects.zeroOutAtomic();
306
    DistortedEffects.oitClear(buffer);
307
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
308
    }
309

    
310
///////////////////////////////////////////////////////////////////////////////////////////////////
311

    
312
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
313
    {
314
    GLES31.glViewport(0, 0, mWidth, mHeight);
315
    setAsOutputFBO(time,fbo);
316
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
317
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
319
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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321
    DistortedRenderState.colorDepthStencilOn();
322
    DistortedRenderState.enableDepthTest();
323

    
324
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
325
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
326
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
327
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
328
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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330
    DistortedRenderState.colorDepthStencilRestore();
331
    DistortedRenderState.restoreDepthTest();
332

    
333
    return 1;
334
    }
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336
///////////////////////////////////////////////////////////////////////////////////////////////////
337
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
338

    
339
  private int oitRender(long currTime, int fbo)
340
    {
341
    float corrW = getWidthCorrection();
342
    float corrH = getHeightCorrection();
343

    
344
    // Do the Collapse Pass only if we do have a Depth attachment.
345
    // Otherwise there's no point (in fact we then would create a feedback loop!)
346

    
347
    if( mDepthStencilH[fbo] != 0 )
348
      {
349
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
350
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
351
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
352
      DistortedRenderState.switchOffColorDepthStencil();
353
      DistortedEffects.oitCollapse(this, corrW, corrH);
354
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
355
      }
356

    
357
    setAsOutputFBO(currTime,fbo);
358
    DistortedRenderState.switchColorDepthOnStencilOff();
359
    DistortedEffects.oitRender(this, corrW, corrH);
360
    DistortedRenderState.restoreColorDepthStencil();
361

    
362
    return 1;
363
    }
364

    
365
///////////////////////////////////////////////////////////////////////////////////////////////////
366

    
367
  void clear()
368
    {
369
    DistortedRenderState.colorDepthStencilOn();
370
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
371
    GLES31.glClearDepthf(mClearDepth);
372
    GLES31.glClearStencil(mClearStencil);
373
    GLES31.glClear(mClear);
374
    DistortedRenderState.colorDepthStencilRestore();
375
    }
376

    
377
///////////////////////////////////////////////////////////////////////////////////////////////////
378
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
379
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
380
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
381

    
382
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
383
    {
384
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
385
    DistortedNode child1, child2;
386
    EffectQueuePostprocess lastQueue=null, currQueue;
387
    long lastBucket=0, currBucket;
388

    
389
    for(int i=0; i<numChildren; i++)
390
      {
391
      child1 = children.get(i);
392
      currQueue = child1.getPostprocessQueue();
393
      currBucket= currQueue.getID();
394

    
395
      if( currBucket==0 )
396
        {
397
        setAsOutputFBO(time,fbo);
398
        numRenders += child1.draw(time,this);
399
        }
400
      else
401
        {
402
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
403

    
404
        if( lastBucket!=currBucket )
405
          {
406
          if( lastBucket==0 )
407
            {
408
            clonePostprocessingViewport(this);
409
            oitClear(this);
410
            }
411
          else
412
            {
413
            for(int j=bucketChange; j<i; j++)
414
              {
415
              child2 = children.get(j);
416
              mBuffer[internalQuality].setAsOutputFBO(fbo);
417
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
418
              }
419

    
420
            numRenders += lastQueue.postprocess(mBuffer,fbo);
421
            numRenders += oitBuild(time,mBuffer[quality],fbo);
422
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
423
            mBuffer[quality].clearBuffer(fbo);
424
            }
425

    
426
          internalQuality = currQueue.getInternalQuality();
427
          quality         = currQueue.getQuality();
428
          bucketChange    = i;
429
          }
430

    
431
        mBuffer[quality].setAsOutputFBO(time,fbo);
432
        child1.drawNoBlend(time,mBuffer[quality]);
433

    
434
        if( i==numChildren-1 )
435
          {
436
          for(int j=bucketChange; j<numChildren; j++)
437
            {
438
            child2 = children.get(j);
439
            mBuffer[internalQuality].setAsOutputFBO(fbo);
440
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
441
            }
442

    
443
          numRenders += currQueue.postprocess(mBuffer,fbo);
444
          numRenders += oitBuild(time,mBuffer[quality],fbo);
445
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
446
          numRenders += oitRender(time,fbo);  // merge the OIT linked list
447
          mBuffer[quality].clearBuffer(fbo);
448
          }
449
        } // end else (postprocessed child)
450

    
451
      lastQueue = currQueue;
452
      lastBucket= currBucket;
453
      } // end main for loop
454

    
455
    return numRenders;
456
    }
457

    
458
///////////////////////////////////////////////////////////////////////////////////////////////////
459

    
460
  ArrayList<DistortedNode> getChildren()
461
    {
462
    return mChildren;
463
    }
464

    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466
/**
467
 * Not part of the Public API.
468
 *
469
 * @y.exclude
470
 */
471
  public float getWidthCorrection()
472
    {
473
    return (float)mWidth/mRealWidth;
474
    }
475

    
476
///////////////////////////////////////////////////////////////////////////////////////////////////
477
/**
478
 * Not part of the Public API.
479
 *
480
 * @y.exclude
481
 */
482
  public float getHeightCorrection()
483
    {
484
    return (float)mHeight/mRealHeight;
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488

    
489
  private void clearBuffer(int fbo)
490
    {
491
    GLES31.glStencilMask(0xff);
492
    GLES31.glDepthMask(true);
493
    GLES31.glColorMask(true,true,true,true);
494
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
495
    GLES31.glClearDepthf(1.0f);
496
    GLES31.glClearStencil(0);
497

    
498
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
499
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
500
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
501
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
502
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
503
    }
504

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

    
507
  private void setAsOutputFBO(long time, int fbo)
508
    {
509
    if( fbo>=0 && fbo<mNumFBOs )
510
      {
511
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
512

    
513
      if (mTime[fbo] != time)
514
        {
515
        mTime[fbo] = time;
516
        clear();
517
        }
518
      }
519
    else
520
      {
521
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
522
      }
523
    }
524

    
525
///////////////////////////////////////////////////////////////////////////////////////////////////
526
/**
527
 * Not part of the Public API.
528
 *
529
 * @y.exclude
530
 */
531
  public void setAsOutputFBO(int fbo)
532
    {
533
    if( fbo>=0 && fbo<mNumFBOs )
534
      {
535
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
536
      }
537
    else
538
      {
539
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
540
      }
541
    }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544
// PUBLIC API
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547
 * Draws all the attached children to this OutputSurface's 0th FBO.
548
 * <p>
549
 * Must be called from a thread holding OpenGL Context.
550
 *
551
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
552
 * @return Number of objects rendered.
553
 */
554
  public int render(long time)
555
    {
556
    return render(time,0);
557
    }
558

    
559
///////////////////////////////////////////////////////////////////////////////////////////////////
560
/**
561
 * Draws all the attached children to this OutputSurface.
562
 * <p>
563
 * Must be called from a thread holding OpenGL Context.
564
 *
565
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
566
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
567
 * @return Number of objects rendered.
568
 */
569
  public int render(long time, int fbo)
570
    {
571
    // change tree topology (attach and detach children)
572
/*
573
    boolean changed1 =
574
*/
575
    DistortedMaster.toDo();
576
/*
577
    if( changed1 )
578
      {
579
      for(int i=0; i<mNumChildren; i++)
580
        {
581
        mChildren.get(i).debug(0);
582
        }
583

    
584
      DistortedNode.debugMap();
585
      }
586
*/
587
    // create and delete all underlying OpenGL resources
588
    // Watch out: FIRST change topology, only then deal
589
    // with OpenGL resources. That's because changing Tree
590
    // can result in additional Framebuffers that would need
591
    // to be created immediately, before the calls to drawRecursive()
592
/*
593
    boolean changed2 =
594
*/
595
    toDo();
596
/*
597
    if( changed2 )
598
      {
599
      DistortedObject.debugLists();
600
      }
601
*/
602
    // mark OpenGL state as unknown
603
    DistortedRenderState.reset();
604

    
605
    int numRenders=0;
606

    
607
    for(int i=0; i<mNumChildren; i++)
608
      {
609
      numRenders += mChildren.get(i).renderRecursive(time);
610
      }
611

    
612
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
613

    
614
    return numRenders;
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619
 * Bind this Surface as a Framebuffer we can render to.
620
 *
621
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
622
 *             out if this is the first time during present frame that this FBO is being set as output.
623
 *             If so, the library, in addition to binding the Surface for output, also clears the
624
 *             Surface's color and depth attachments.
625
 */
626
  public void setAsOutput(long time)
627
    {
628
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
629

    
630
    if( mTime[0]!=time )
631
      {
632
      mTime[0] = time;
633
      clear();
634
      }
635
    }
636

    
637
///////////////////////////////////////////////////////////////////////////////////////////////////
638
/**
639
 * Bind this Surface as a Framebuffer we can render to.
640
 * <p>
641
 * This version does not attempt to clear anything.
642
 */
643
  public void setAsOutput()
644
    {
645
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
646
    }
647

    
648
///////////////////////////////////////////////////////////////////////////////////////////////////
649
/**
650
 * Return the Near plane of the Projection included in the Surface.
651
 *
652
 * @return the Near plane.
653
 */
654
  public float getNear()
655
    {
656
    return mNear;
657
    }
658

    
659
///////////////////////////////////////////////////////////////////////////////////////////////////
660
/**
661
 * Set mipmap level.
662
 * <p>
663
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
664
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
665
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
666
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
667
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
668
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
669
 * <p>
670
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
671
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
672
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
673
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
674
 *
675
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
676
 *               does not make any sense (that would result in loss of speed and no gain in quality)
677
 */
678
  public void setMipmap(float mipmap)
679
    {
680
    mMipmap = mipmap;
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
686
 * this Surface at the beginning of each frame.
687
 *
688
 * @param r the Red component. Default: 0.0f
689
 * @param g the Green component. Default: 0.0f
690
 * @param b the Blue component. Default: 0.0f
691
 * @param a the Alpha component. Default: 0.0f
692
 */
693
  public void glClearColor(float r, float g, float b, float a)
694
    {
695
    mClearR = r;
696
    mClearG = g;
697
    mClearB = b;
698
    mClearA = a;
699
    }
700

    
701
///////////////////////////////////////////////////////////////////////////////////////////////////
702
/**
703
 * Uses glClearDepthf() to set up a value with which to clear
704
 * the Depth buffer of our Surface at the beginning of each frame.
705
 *
706
 * @param d the Depth. Default: 1.0f
707
 */
708
  public void glClearDepthf(float d)
709
    {
710
    mClearDepth = d;
711
    }
712

    
713
///////////////////////////////////////////////////////////////////////////////////////////////////
714
/**
715
 * Uses glClearStencil() to set up a value with which to clear the
716
 * Stencil buffer of our Surface at the beginning of each frame.
717
 *
718
 * @param s the Stencil. Default: 0
719
 */
720
  public void glClearStencil(int s)
721
    {
722
    mClearStencil = s;
723
    }
724

    
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * Which buffers to Clear at the beginning of each frame?
728
 * <p>
729
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
730
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
731
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
732
 *
733
 * @param mask bitwise OR of BUFFER_BITs to clear.
734
 */
735
  public void glClear(int mask)
736
    {
737
    mClear = mask;
738
    }
739

    
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741
/**
742
 * Create new Projection matrix.
743
 *
744
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
745
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
746
 * @param near Distance between the screen plane and the near plane.
747
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
748
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
749
 */
750
  public void setProjection(float fov, float near)
751
    {
752
    if( fov < 180.0f && fov >=0.0f )
753
      {
754
      mFOV = fov;
755
      }
756

    
757
    if( near<   1.0f && near> 0.0f )
758
      {
759
      mNear= near;
760
      }
761
    else if( near<=0.0f )
762
      {
763
      mNear = 0.01f;
764
      }
765
    else if( near>=1.0f )
766
      {
767
      mNear=0.99f;
768
      }
769

    
770
    if( mBuffer!=null )
771
      {
772
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
773
      }
774

    
775
    createProjection();
776
    }
777

    
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779
/**
780
 * Resize the underlying Framebuffer.
781
 * <p>
782
 * This method can be safely called mid-render as it doesn't interfere with rendering.
783
 *
784
 * @param width The new width.
785
 * @param height The new height.
786
 */
787
  public void resize(int width, int height)
788
    {
789
    if( mWidth!=width || mHeight!=height )
790
      {
791
      mWidth = mRealWidth = width;
792
      mHeight= mRealHeight= height;
793

    
794
      createProjection();
795

    
796
      if( mColorCreated==CREATED )
797
        {
798
        markForCreation();
799
        recreate();
800
        }
801
      }
802
    }
803

    
804
///////////////////////////////////////////////////////////////////////////////////////////////////
805
/**
806
 * Return true if the Surface contains a DEPTH attachment.
807
 *
808
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
809
 */
810
  public boolean hasDepth()
811
    {
812
    return mDepthStencilCreated==CREATED;
813
    }
814

    
815
///////////////////////////////////////////////////////////////////////////////////////////////////
816
/**
817
 * Return true if the Surface contains a STENCIL attachment.
818
 *
819
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
820
 */
821
  public boolean hasStencil()
822
    {
823
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
824
    }
825

    
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * Adds a new child to the last position in the list of our Surface's children.
829
 * <p>
830
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
831
 * DistortedMaster (by calling doWork())
832
 *
833
 * @param node The new Node to add.
834
 */
835
  public void attach(DistortedNode node)
836
    {
837
    mJobs.add(new Job(ATTACH,node));
838
    DistortedMaster.newSlave(this);
839
    }
840

    
841
///////////////////////////////////////////////////////////////////////////////////////////////////
842
/**
843
 * Adds a new child to the last position in the list of our Surface's children.
844
 * <p>
845
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
846
 * DistortedMaster (by calling doWork())
847
 *
848
 * @param surface InputSurface to initialize our child Node with.
849
 * @param effects DistortedEffects to initialize our child Node with.
850
 * @param mesh MeshObject to initialize our child Node with.
851
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
852
 */
853
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
854
    {
855
    DistortedNode node = new DistortedNode(surface,effects,mesh);
856
    mJobs.add(new Job(ATTACH,node));
857
    DistortedMaster.newSlave(this);
858
    return node;
859
    }
860

    
861
///////////////////////////////////////////////////////////////////////////////////////////////////
862
/**
863
 * Removes the first occurrence of a specified child from the list of children of our Surface.
864
 * <p>
865
 * A bit questionable method as there can be many different Nodes attached as children, some
866
 * of them having the same Effects but - for instance - different Mesh. Use with care.
867
 * <p>
868
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
869
 * DistortedMaster (by calling doWork())
870
 *
871
 * @param effects DistortedEffects to remove.
872
 */
873
  public void detach(DistortedEffects effects)
874
    {
875
    long id = effects.getID();
876
    DistortedNode node;
877
    boolean detached = false;
878

    
879
    for(int i=0; i<mNumChildren; i++)
880
      {
881
      node = mChildren.get(i);
882

    
883
      if( node.getEffects().getID()==id )
884
        {
885
        detached = true;
886
        mJobs.add(new Job(DETACH,node));
887
        DistortedMaster.newSlave(this);
888
        break;
889
        }
890
      }
891

    
892
    if( !detached )
893
      {
894
      // if we failed to detach any, it still might be the case that
895
      // there's an ATTACH job that we need to cancel.
896
      int num = mJobs.size();
897
      Job job;
898

    
899
      for(int i=0; i<num; i++)
900
        {
901
        job = mJobs.get(i);
902

    
903
        if( job.type==ATTACH && job.node.getEffects()==effects )
904
          {
905
          mJobs.remove(i);
906
          break;
907
          }
908
        }
909
      }
910
    }
911

    
912
///////////////////////////////////////////////////////////////////////////////////////////////////
913
/**
914
 * Removes the first occurrence of a specified child from the list of children of our Surface.
915
 * <p>
916
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
917
 * DistortedMaster (by calling doWork())
918
 *
919
 * @param node The Node to remove.
920
 */
921
  public void detach(DistortedNode node)
922
    {
923
    mJobs.add(new Job(DETACH,node));
924
    DistortedMaster.newSlave(this);
925
    }
926

    
927
///////////////////////////////////////////////////////////////////////////////////////////////////
928
/**
929
 * Removes all children Nodes.
930
 * <p>
931
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
932
 * DistortedMaster (by calling doWork())
933
 */
934
  public void detachAll()
935
    {
936
    mJobs.add(new Job(DETALL,null));
937
    DistortedMaster.newSlave(this);
938
    }
939

    
940
///////////////////////////////////////////////////////////////////////////////////////////////////
941
/**
942
 * This is not really part of the public API. Has to be public only because it is a part of the
943
 * DistortedSlave interface, which should really be a class that we extend here instead but
944
 * Java has no multiple inheritance.
945
 *
946
 * @y.exclude
947
 */
948
  public void doWork()
949
    {
950
    int num = mJobs.size();
951
    Job job;
952

    
953
    for(int i=0; i<num; i++)
954
      {
955
      job = mJobs.remove(0);
956

    
957
      switch(job.type)
958
        {
959
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
960
                     job.node.setSurfaceParent(this);
961
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
962
                     mNumChildren++;
963
                     break;
964
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
965
                       {
966
                       job.node.setSurfaceParent(null);
967
                       mNumChildren--;
968
                       }
969
                     break;
970
        case DETALL: if( mNumChildren>0 )
971
                       {
972
                       DistortedNode tmp;
973

    
974
                       for(int j=mNumChildren-1; j>=0; j--)
975
                         {
976
                         tmp = mChildren.remove(j);
977
                         tmp.setSurfaceParent(null);
978
                         }
979

    
980
                       mNumChildren = 0;
981
                       }
982
                     break;
983
        case SORT  : mChildren.remove(job.node);
984
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
985
                     break;
986
        }
987
      }
988
    }
989
}
(8-8/21)