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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ 984dc935

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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;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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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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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] mBuffer1, mBuffer2;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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    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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    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 = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer1 = new DistortedFramebuffer[EffectQuality.LENGTH];
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    mBuffer2 = new DistortedFramebuffer[EffectQuality.LENGTH];
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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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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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    for(int i=0; i<num; i++)
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      {
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      child = children.get(i);
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      currP = child.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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      if( lastB!=currB && lastB!=0 )
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        {
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        numRenders += lastP.postprocess(time,this);
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        }
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      if( currB==0 )
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        {
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        numRenders += child.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer1[0]==null )
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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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            mBuffer1[j] = new DistortedFramebuffer(1,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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            mBuffer2[j] = new DistortedFramebuffer(1,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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            mBuffer1[j].mMipmap = mipmap;
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            mBuffer2[j].mMipmap = mipmap;
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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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          }
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        numRenders += child.markStencilAndDraw(time,this,currP);
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205
        if( i==num-1 )
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          {
207
          numRenders += currP.postprocess(time,this);
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          }
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        }
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      lastP = currP;
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      lastB = currB;
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
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    {
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    mJobs.add(new Job(t,n,d));
223
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
229
 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
232
 *
233
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
235
 */
236
  public int render(long time)
237
    {
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    // change tree topology (attach and detach children)
239
/*
240
    boolean changed1 =
241
*/
242
    DistortedMaster.toDo();
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/*
244
    if( changed1 )
245
      {
246
      for(int i=0; i<mNumChildren; i++)
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        {
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        mChildren.get(i).debug(0);
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        }
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251
      DistortedNode.debugMap();
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      }
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*/
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    // create and delete all underlying OpenGL resources
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    // Watch out: FIRST change topology, only then deal
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    // with OpenGL resources. That's because changing Tree
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    // can result in additional Framebuffers that would need
258
    // to be created immediately, before the calls to drawRecursive()
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/*
260
    boolean changed2 =
261
*/
262
    toDo();
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/*
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    if( changed2 )
265
      {
266
      DistortedObject.debugLists();
267
      }
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*/
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    // mark OpenGL state as unknown
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    DistortedRenderState.reset();
271

    
272
    int numRenders=0;
273

    
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    for(int i=0; i<mNumChildren; i++)
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      {
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      numRenders += mChildren.get(i).renderRecursive(time);
277
      }
278

    
279
    setAsOutput(time);
280
    numRenders += renderChildren(time,mNumChildren,mChildren);
281

    
282
    return numRenders;
283
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
286
/**
287
 * Bind this Surface as a Framebuffer we can render to.
288
 *
289
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
290
 *             out if this is the first time during present frame that this FBO is being set as output.
291
 *             If so, the library, in addition to binding the Surface for output, also clears the
292
 *             Surface's color and depth attachments.
293
 */
294
  public void setAsOutput(long time)
295
    {
296
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
297

    
298
    if( mTime!=time )
299
      {
300
      mTime = time;
301
      DistortedRenderState.colorDepthStencilOn();
302
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
303
      GLES30.glClearDepthf(mClearDepth);
304
      GLES30.glClearStencil(mClearStencil);
305
      GLES30.glClear(mClear);
306
      }
307
    }
308

    
309
///////////////////////////////////////////////////////////////////////////////////////////////////
310
/**
311
 * Set mipmap level.
312
 * <p>
313
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
314
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
315
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
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 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
317
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
318
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
319
 * <p>
320
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
321
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
322
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
323
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
324
 *
325
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
326
 *               does not make any sense (that would result in loss of speed and no gain in quality)
327
 */
328
  public void setMipmap(float mipmap)
329
    {
330
    mMipmap = mipmap;
331
    }
332

    
333
///////////////////////////////////////////////////////////////////////////////////////////////////
334
/**
335
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
336
 * this Surface at the beginning of each frame.
337
 *
338
 * @param r the Red component. Default: 0.0f
339
 * @param g the Green component. Default: 0.0f
340
 * @param b the Blue component. Default: 0.0f
341
 * @param a the Alpha component. Default: 0.0f
342
 */
343
  public void glClearColor(float r, float g, float b, float a)
344
    {
345
    mClearR = r;
346
    mClearG = g;
347
    mClearB = b;
348
    mClearA = a;
349
    }
350

    
351
///////////////////////////////////////////////////////////////////////////////////////////////////
352
/**
353
 * Uses glClearDepthf() to set up a value with which to clear
354
 * the Depth buffer of our Surface at the beginning of each frame.
355
 *
356
 * @param d the Depth. Default: 1.0f
357
 */
358
  public void glClearDepthf(float d)
359
    {
360
    mClearDepth = d;
361
    }
362

    
363
///////////////////////////////////////////////////////////////////////////////////////////////////
364
/**
365
 * Uses glClearStencil() to set up a value with which to clear the
366
 * Stencil buffer of our Surface at the beginning of each frame.
367
 *
368
 * @param s the Stencil. Default: 0
369
 */
370
  public void glClearStencil(int s)
371
    {
372
    mClearStencil = s;
373
    }
374

    
375
///////////////////////////////////////////////////////////////////////////////////////////////////
376
/**
377
 * Which buffers to Clear at the beginning of each frame?
378
 * <p>
379
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
380
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
381
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
382
 *
383
 * @param mask bitwise OR of BUFFER_BITs to clear.
384
 */
385
  public void glClear(int mask)
386
    {
387
    mClear = mask;
388
    }
389

    
390
///////////////////////////////////////////////////////////////////////////////////////////////////
391
/**
392
 * Create new Projection matrix.
393
 *
394
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
395
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
396
 * @param near Distance between the screen plane and the near plane.
397
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
398
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
399
 */
400
  public void setProjection(float fov, float near)
401
    {
402
    if( fov < 180.0f && fov >=0.0f )
403
      {
404
      mFOV = fov;
405
      }
406

    
407
    if( near<   1.0f && near> 0.0f )
408
      {
409
      mNear= near;
410
      }
411
    else if( near<=0.0f )
412
      {
413
      mNear = 0.01f;
414
      }
415
    else if( near>=1.0f )
416
      {
417
      mNear=0.99f;
418
      }
419

    
420
    createProjection();
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
/**
425
 * Resize the underlying Framebuffer.
426
 * <p>
427
 * This method can be safely called mid-render as it doesn't interfere with rendering.
428
 *
429
 * @param width The new width.
430
 * @param height The new height.
431
 */
432
  public void resize(int width, int height)
433
    {
434
    if( mWidth!=width || mHeight!=height )
435
      {
436
      mWidth = width;
437
      mHeight= height;
438

    
439
      createProjection();
440

    
441
      if( mColorCreated==CREATED )
442
        {
443
        markForCreation();
444
        recreate();
445
        }
446
      }
447
    }
448

    
449
///////////////////////////////////////////////////////////////////////////////////////////////////
450
/**
451
 * Return true if the Surface contains a DEPTH attachment.
452
 *
453
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
454
 */
455
  public boolean hasDepth()
456
    {
457
    return mDepthStencilCreated==CREATED;
458
    }
459

    
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461
/**
462
 * Return true if the Surface contains a STENCIL attachment.
463
 *
464
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
465
 */
466
  public boolean hasStencil()
467
    {
468
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
469
    }
470

    
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472
/**
473
 * Adds a new child to the last position in the list of our Surface's children.
474
 * <p>
475
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
476
 * DistortedMaster (by calling doWork())
477
 *
478
 * @param node The new Node to add.
479
 */
480
  public void attach(DistortedNode node)
481
    {
482
    mJobs.add(new Job(ATTACH,node,null));
483
    DistortedMaster.newSlave(this);
484
    }
485

    
486
///////////////////////////////////////////////////////////////////////////////////////////////////
487
/**
488
 * Adds a new child to the last position in the list of our Surface's children.
489
 * <p>
490
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
491
 * DistortedMaster (by calling doWork())
492
 *
493
 * @param surface InputSurface to initialize our child Node with.
494
 * @param effects DistortedEffects to initialize our child Node with.
495
 * @param mesh MeshObject to initialize our child Node with.
496
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
497
 */
498
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
499
    {
500
    DistortedNode node = new DistortedNode(surface,effects,mesh);
501
    mJobs.add(new Job(ATTACH,node,null));
502
    DistortedMaster.newSlave(this);
503
    return node;
504
    }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507
/**
508
 * Removes the first occurrence of a specified child from the list of children of our Surface.
509
 * <p>
510
 * A bit questionable method as there can be many different Nodes attached as children, some
511
 * of them having the same Effects but - for instance - different Mesh. Use with care.
512
 * <p>
513
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
514
 * DistortedMaster (by calling doWork())
515
 *
516
 * @param effects DistortedEffects to remove.
517
 */
518
  public void detach(DistortedEffects effects)
519
    {
520
    long id = effects.getID();
521
    DistortedNode node;
522
    boolean detached = false;
523

    
524
    for(int i=0; i<mNumChildren; i++)
525
      {
526
      node = mChildren.get(i);
527

    
528
      if( node.getEffects().getID()==id )
529
        {
530
        detached = true;
531
        mJobs.add(new Job(DETACH,node,null));
532
        DistortedMaster.newSlave(this);
533
        break;
534
        }
535
      }
536

    
537
    if( !detached )
538
      {
539
      // if we failed to detach any, it still might be the case that
540
      // there's an ATTACH job that we need to cancel.
541
      int num = mJobs.size();
542
      Job job;
543

    
544
      for(int i=0; i<num; i++)
545
        {
546
        job = mJobs.get(i);
547

    
548
        if( job.type==ATTACH && job.node.getEffects()==effects )
549
          {
550
          mJobs.remove(i);
551
          break;
552
          }
553
        }
554
      }
555
    }
556

    
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558
/**
559
 * Removes the first occurrence of a specified child from the list of children of our Surface.
560
 * <p>
561
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
562
 * DistortedMaster (by calling doWork())
563
 *
564
 * @param node The Node to remove.
565
 */
566
  public void detach(DistortedNode node)
567
    {
568
    mJobs.add(new Job(DETACH,node,null));
569
    DistortedMaster.newSlave(this);
570
    }
571

    
572
///////////////////////////////////////////////////////////////////////////////////////////////////
573
/**
574
 * Removes all children Nodes.
575
 * <p>
576
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
577
 * DistortedMaster (by calling doWork())
578
 */
579
  public void detachAll()
580
    {
581
    mJobs.add(new Job(DETALL,null,null));
582
    DistortedMaster.newSlave(this);
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * This is not really part of the public API. Has to be public only because it is a part of the
588
 * DistortedSlave interface, which should really be a class that we extend here instead but
589
 * Java has no multiple inheritance.
590
 *
591
 * @y.exclude
592
 */
593
  public void doWork()
594
    {
595
    int num = mJobs.size();
596
    Job job;
597

    
598
    for(int i=0; i<num; i++)
599
      {
600
      job = mJobs.remove(0);
601

    
602
      switch(job.type)
603
        {
604
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
605
                     job.node.setSurfaceParent(this);
606
                     DistortedMaster.addSorted(mChildren,job.node);
607
                     mNumChildren++;
608
                     break;
609
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
610
                       {
611
                       job.node.setSurfaceParent(null);
612
                       mNumChildren--;
613
                       }
614
                     break;
615
        case DETALL: if( mNumChildren>0 )
616
                       {
617
                       DistortedNode tmp;
618

    
619
                       for(int j=mNumChildren-1; j>=0; j--)
620
                         {
621
                         tmp = mChildren.remove(j);
622
                         tmp.setSurfaceParent(null);
623
                         }
624

    
625
                       mNumChildren = 0;
626
                       }
627
                     break;
628
        case SORT  : job.node.setPost(job.dep);
629
                     mChildren.remove(job.node);
630
                     DistortedMaster.addSorted(mChildren,job.node);
631
                     break;
632
        }
633
      }
634
    }
635
}
(9-9/26)