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c5369f1b
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leszek
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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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fe82a979
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Leszek Koltunski
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package org.distorted.library.main;
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c5369f1b
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leszek
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e6519ac8
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Leszek Koltunski
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import android.opengl.GLES31;
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af4cc5db
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Leszek Koltunski
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import android.opengl.Matrix;
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86e99907
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leszek
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3521c6fe
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leszek
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import org.distorted.library.effect.EffectQuality;
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715e7726
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Leszek Koltunski
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import org.distorted.library.mesh.MeshBase;
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3521c6fe
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leszek
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a09ada4c
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Leszek Koltunski
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import java.util.ArrayList;
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af4cc5db
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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70b6a155
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Leszek Koltunski
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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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af4cc5db
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Leszek Koltunski
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{
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89de975c
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leszek
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/**
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* Do not create DEPTH or STENCIL attachment
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*/
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23eecbd9
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Leszek Koltunski
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public static final int NO_DEPTH_NO_STENCIL = 0;
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89de975c
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leszek
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/**
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* Create DEPTH, but not STENCIL
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*/
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23eecbd9
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Leszek Koltunski
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public static final int DEPTH_NO_STENCIL = 1;
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89de975c
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leszek
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/**
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* Create both DEPTH and STENCIL
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*/
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23eecbd9
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Leszek Koltunski
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public static final int BOTH_DEPTH_STENCIL = 2;
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leszek
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efe3d8fe
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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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a09ada4c
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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 boolean mRenderWayOIT;
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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 DistortedFramebuffer[] mBuffer=null;
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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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a4b182d4
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5f7e4f2c
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int mCurrFBO; // internal current FBO (see Distorted.FBO_QUEUE_SIZE)
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af4cc5db
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///////////////////////////////////////////////////////////////////////////////////////////////////
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8ebbc730
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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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Leszek Koltunski
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{
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super(width,height,createColor,numfbos,numcolors,type);
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mRenderWayOIT = false;
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5f7e4f2c
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mCurrFBO = 0;
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406e2f6b
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8ebbc730
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Leszek Koltunski
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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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af4cc5db
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a4b182d4
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mRealWidth = width;
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mRealHeight= height;
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af4cc5db
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Leszek Koltunski
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mProjectionMatrix = new float[16];
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mFOV = 60.0f;
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54fe333a
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mNear= 0.5f;
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af4cc5db
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Leszek Koltunski
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23eecbd9
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Leszek Koltunski
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mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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89de975c
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leszek
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mDepthStencil = depthStencil;
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mFBOH[0] = fbo;
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mDepthStencilH[0]= 0;
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a436ccc5
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leszek
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a9f41fa3
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leszek
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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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23eecbd9
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Leszek Koltunski
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mClearStencil = 0;
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e6519ac8
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Leszek Koltunski
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mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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a9f41fa3
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leszek
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8426bd6a
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mMipmap = 1.0f;
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78db8663
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Leszek Koltunski
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af4cc5db
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Leszek Koltunski
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createProjection();
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}
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c5369f1b
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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be60d4ff
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leszek
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private void createProjection()
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af4cc5db
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Leszek Koltunski
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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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54fe333a
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leszek
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float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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8426bd6a
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Leszek Koltunski
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float q = mWidth*mNear;
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float c = mHeight*mNear;
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54fe333a
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leszek
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c2c08950
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leszek
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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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54fe333a
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leszek
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mDistance = mHeight/a;
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Leszek Koltunski
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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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8426bd6a
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Leszek Koltunski
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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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af4cc5db
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Leszek Koltunski
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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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1d6d261e
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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56c6ca24
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Leszek Koltunski
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private static void createPostprocessingBuffers(int width, int height, float near)
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1d6d261e
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Leszek Koltunski
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{
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9e771d06
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mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH];
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1d6d261e
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Leszek Koltunski
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float mipmap=1.0f;
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baa3989b
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for (int j=0; j<EffectQuality.LENGTH; j++)
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1d6d261e
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Leszek Koltunski
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{
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586b5fa1
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Leszek Koltunski
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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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Leszek Koltunski
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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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a4b182d4
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Leszek Koltunski
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1d6d261e
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Leszek Koltunski
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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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e6519ac8
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Leszek Koltunski
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GLES31.glStencilMask(0xff);
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GLES31.glDepthMask(true);
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56c6ca24
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Leszek Koltunski
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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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e6519ac8
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Leszek Koltunski
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GLES31.glClearDepthf(1.0f);
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GLES31.glClearStencil(0);
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1d6d261e
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Leszek Koltunski
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baa3989b
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Leszek Koltunski
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for (int j=0; j<EffectQuality.LENGTH; j++)
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1d6d261e
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Leszek Koltunski
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{
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586b5fa1
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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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1d6d261e
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}
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586b5fa1
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GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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1d6d261e
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Leszek Koltunski
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}
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a4b182d4
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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224 |
ce154014
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Leszek Koltunski
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static synchronized void onDestroy()
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225 |
a4b182d4
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Leszek Koltunski
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{
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226 |
df5f8dd9
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Leszek Koltunski
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if( mBuffer!=null )
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227 |
ce154014
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Leszek Koltunski
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{
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228 |
df5f8dd9
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Leszek Koltunski
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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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mBuffer = null;
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ce154014
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Leszek Koltunski
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}
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}
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236 |
a4b182d4
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Leszek Koltunski
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237 |
ce154014
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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238 |
ae2802b1
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Leszek Koltunski
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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239 |
2aef1f4d
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Leszek Koltunski
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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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240 |
ae2802b1
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Leszek Koltunski
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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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242 |
b1058021
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Leszek Koltunski
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//
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// Also, adjust the Buffers so their Projection is the same like the surface we are supposed to be
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// rendering to.
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245 |
a4b182d4
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Leszek Koltunski
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246 |
b1058021
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Leszek Koltunski
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private static void clonePostprocessingViewportAndProjection(DistortedOutputSurface from)
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247 |
ce154014
|
Leszek Koltunski
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{
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248 |
b1058021
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Leszek Koltunski
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if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight ||
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mBuffer[0].mFOV != from.mFOV || mBuffer[0].mNear != from.mNear )
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250 |
a4b182d4
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Leszek Koltunski
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{
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251 |
ce154014
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Leszek Koltunski
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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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255 |
baa3989b
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surface = mBuffer[i];
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256 |
ce154014
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Leszek Koltunski
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257 |
baa3989b
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Leszek Koltunski
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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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259 |
b1058021
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Leszek Koltunski
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surface.mFOV = from.mFOV;
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260 |
baa3989b
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surface.mNear = from.mNear; // Near plane is independent of the mipmap level
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261 |
ce154014
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Leszek Koltunski
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262 |
baa3989b
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Leszek Koltunski
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surface.createProjection();
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263 |
ce154014
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Leszek Koltunski
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264 |
baa3989b
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Leszek Koltunski
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int maxw = surface.mWidth > surface.mRealWidth ? surface.mWidth : surface.mRealWidth;
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265 |
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int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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266 |
a4b182d4
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Leszek Koltunski
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267 |
baa3989b
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Leszek Koltunski
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if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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268 |
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{
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269 |
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surface.mRealWidth = maxw;
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270 |
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surface.mRealHeight = maxh;
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271 |
ce154014
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Leszek Koltunski
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272 |
baa3989b
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Leszek Koltunski
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surface.recreate();
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273 |
|
|
surface.create();
|
274 |
ce154014
|
Leszek Koltunski
|
}
|
275 |
|
|
}
|
276 |
a4b182d4
|
Leszek Koltunski
|
}
|
277 |
|
|
}
|
278 |
|
|
|
279 |
97020807
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
280 |
|
|
|
281 |
|
|
private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
|
282 |
|
|
{
|
283 |
|
|
GLES31.glViewport(0, 0, mWidth, mHeight);
|
284 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(currTime);
|
285 |
97020807
|
Leszek Koltunski
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
286 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
|
287 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
288 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
|
289 |
|
|
|
290 |
|
|
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
291 |
|
|
GLES31.glStencilMask(0x00);
|
292 |
|
|
|
293 |
|
|
DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
|
294 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
295 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
296 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
297 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
298 |
|
|
|
299 |
|
|
// clear buffers
|
300 |
|
|
GLES31.glStencilMask(0xff);
|
301 |
|
|
GLES31.glDepthMask(true);
|
302 |
|
|
GLES31.glColorMask(true,true,true,true);
|
303 |
|
|
GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
304 |
|
|
GLES31.glClearDepthf(1.0f);
|
305 |
|
|
GLES31.glClearStencil(0);
|
306 |
|
|
|
307 |
5f7e4f2c
|
Leszek Koltunski
|
buffer.setAsOutput();
|
308 |
97020807
|
Leszek Koltunski
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
|
309 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
|
310 |
|
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo ], 0);
|
311 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
312 |
|
|
|
313 |
|
|
return 1;
|
314 |
|
|
}
|
315 |
|
|
|
316 |
66a0fa17
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
317 |
|
|
|
318 |
|
|
private static void oitClear(DistortedOutputSurface buffer)
|
319 |
|
|
{
|
320 |
12f9e4bb
|
Leszek Koltunski
|
int counter = DistortedEffects.zeroOutAtomic();
|
321 |
|
|
DistortedEffects.oitClear(buffer,counter);
|
322 |
66a0fa17
|
Leszek Koltunski
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
323 |
|
|
}
|
324 |
|
|
|
325 |
6b962e80
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
326 |
|
|
|
327 |
8ebbc730
|
Leszek Koltunski
|
private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
|
328 |
6b962e80
|
Leszek Koltunski
|
{
|
329 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glViewport(0, 0, mWidth, mHeight);
|
330 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(time);
|
331 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
332 |
586b5fa1
|
Leszek Koltunski
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
|
333 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
334 |
586b5fa1
|
Leszek Koltunski
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
|
335 |
6b962e80
|
Leszek Koltunski
|
|
336 |
56c6ca24
|
Leszek Koltunski
|
DistortedRenderState.colorDepthStencilOn();
|
337 |
|
|
DistortedRenderState.enableDepthTest();
|
338 |
6b962e80
|
Leszek Koltunski
|
|
339 |
56c6ca24
|
Leszek Koltunski
|
DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
|
340 |
e6519ac8
|
Leszek Koltunski
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
|
341 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
342 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
343 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
344 |
6b962e80
|
Leszek Koltunski
|
|
345 |
56c6ca24
|
Leszek Koltunski
|
DistortedRenderState.colorDepthStencilRestore();
|
346 |
|
|
DistortedRenderState.restoreDepthTest();
|
347 |
|
|
|
348 |
8777ce17
|
Leszek Koltunski
|
return 1;
|
349 |
|
|
}
|
350 |
|
|
|
351 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
352 |
baa3989b
|
Leszek Koltunski
|
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
|
353 |
8777ce17
|
Leszek Koltunski
|
|
354 |
1f19fba8
|
Leszek Koltunski
|
private int oitRender(long currTime, int fbo)
|
355 |
8777ce17
|
Leszek Koltunski
|
{
|
356 |
c207da02
|
Leszek Koltunski
|
float corrW = getWidthCorrection();
|
357 |
|
|
float corrH = getHeightCorrection();
|
358 |
c8d70463
|
Leszek Koltunski
|
|
359 |
5fdae11d
|
Leszek Koltunski
|
// Do the Collapse Pass only if we do have a Depth attachment.
|
360 |
|
|
// Otherwise there's no point (in fact we then would create a feedback loop!)
|
361 |
88c7b603
|
Leszek Koltunski
|
|
362 |
1f19fba8
|
Leszek Koltunski
|
if( mDepthStencilH[fbo] != 0 )
|
363 |
5fdae11d
|
Leszek Koltunski
|
{
|
364 |
|
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
|
365 |
|
|
GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
|
366 |
1f19fba8
|
Leszek Koltunski
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
|
367 |
5fdae11d
|
Leszek Koltunski
|
DistortedRenderState.switchOffColorDepthStencil();
|
368 |
|
|
DistortedEffects.oitCollapse(this, corrW, corrH);
|
369 |
|
|
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
|
370 |
|
|
}
|
371 |
8777ce17
|
Leszek Koltunski
|
|
372 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(currTime);
|
373 |
33f59f22
|
Leszek Koltunski
|
DistortedRenderState.switchColorDepthOnStencilOff();
|
374 |
|
|
DistortedEffects.oitRender(this, corrW, corrH);
|
375 |
|
|
DistortedRenderState.restoreColorDepthStencil();
|
376 |
|
|
|
377 |
8777ce17
|
Leszek Koltunski
|
return 1;
|
378 |
|
|
}
|
379 |
|
|
|
380 |
88c7b603
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
381 |
|
|
|
382 |
|
|
void clear()
|
383 |
|
|
{
|
384 |
|
|
DistortedRenderState.colorDepthStencilOn();
|
385 |
|
|
GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
386 |
|
|
GLES31.glClearDepthf(mClearDepth);
|
387 |
|
|
GLES31.glClearStencil(mClearStencil);
|
388 |
|
|
GLES31.glClear(mClear);
|
389 |
|
|
DistortedRenderState.colorDepthStencilRestore();
|
390 |
|
|
}
|
391 |
|
|
|
392 |
5f7e4f2c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
393 |
|
|
|
394 |
|
|
void setCurrFBO(int fbo)
|
395 |
|
|
{
|
396 |
|
|
mCurrFBO = fbo;
|
397 |
|
|
}
|
398 |
|
|
|
399 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
400 |
e02264ff
|
leszek
|
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
|
401 |
|
|
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
|
402 |
9a3607b3
|
Leszek Koltunski
|
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild or blitWithDepth - depending
|
403 |
|
|
// on the type of rendering)
|
404 |
39086ebb
|
leszek
|
|
405 |
406e2f6b
|
Leszek Koltunski
|
int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
|
406 |
b2939df4
|
Leszek Koltunski
|
{
|
407 |
2386a081
|
Leszek Koltunski
|
int quality=0, numRenders=0, bucketChange=0;
|
408 |
|
|
DistortedNode child;
|
409 |
70b6a155
|
Leszek Koltunski
|
EffectQueuePostprocess lastQueue=null, currQueue;
|
410 |
33f59f22
|
Leszek Koltunski
|
long lastBucket=0, currBucket;
|
411 |
9e771d06
|
Leszek Koltunski
|
boolean renderDirectly=false;
|
412 |
56c6ca24
|
Leszek Koltunski
|
|
413 |
5f7e4f2c
|
Leszek Koltunski
|
setCurrFBO(fbo);
|
414 |
|
|
|
415 |
|
|
if( mBuffer!=null )
|
416 |
|
|
{
|
417 |
9e771d06
|
Leszek Koltunski
|
for (int i=0; i<EffectQuality.LENGTH; i++) mBuffer[i].setCurrFBO(fbo);
|
418 |
5f7e4f2c
|
Leszek Koltunski
|
}
|
419 |
|
|
|
420 |
c1a38ba3
|
Leszek Koltunski
|
if( oit && numChildren>0 )
|
421 |
|
|
{
|
422 |
|
|
oitClear(this);
|
423 |
|
|
}
|
424 |
|
|
|
425 |
8e28b6ff
|
leszek
|
for(int i=0; i<numChildren; i++)
|
426 |
39086ebb
|
leszek
|
{
|
427 |
2386a081
|
Leszek Koltunski
|
child = children.get(i);
|
428 |
|
|
currQueue = child.getPostprocessQueue();
|
429 |
70b6a155
|
Leszek Koltunski
|
currBucket= currQueue.getID();
|
430 |
b9798977
|
leszek
|
|
431 |
56c6ca24
|
Leszek Koltunski
|
if( currBucket==0 )
|
432 |
|
|
{
|
433 |
5f7e4f2c
|
Leszek Koltunski
|
setAsOutput(time);
|
434 |
c1a38ba3
|
Leszek Koltunski
|
|
435 |
|
|
if( oit )
|
436 |
|
|
{
|
437 |
2386a081
|
Leszek Koltunski
|
numRenders += child.drawOIT(time, this);
|
438 |
c1a38ba3
|
Leszek Koltunski
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
439 |
|
|
}
|
440 |
|
|
else
|
441 |
|
|
{
|
442 |
2386a081
|
Leszek Koltunski
|
numRenders += child.draw(time, this);
|
443 |
c1a38ba3
|
Leszek Koltunski
|
}
|
444 |
56c6ca24
|
Leszek Koltunski
|
}
|
445 |
60c1c622
|
leszek
|
else
|
446 |
|
|
{
|
447 |
5f7e4f2c
|
Leszek Koltunski
|
if( mBuffer==null )
|
448 |
|
|
{
|
449 |
|
|
createPostprocessingBuffers(mWidth,mHeight,mNear);
|
450 |
9e771d06
|
Leszek Koltunski
|
for (int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].setCurrFBO(fbo);
|
451 |
5f7e4f2c
|
Leszek Koltunski
|
}
|
452 |
c9a24bfb
|
Leszek Koltunski
|
|
453 |
915b7b2b
|
leszek
|
if( lastBucket!=currBucket )
|
454 |
c9a24bfb
|
Leszek Koltunski
|
{
|
455 |
375b3950
|
Leszek Koltunski
|
if( lastBucket==0 )
|
456 |
|
|
{
|
457 |
b1058021
|
Leszek Koltunski
|
clonePostprocessingViewportAndProjection(this);
|
458 |
375b3950
|
Leszek Koltunski
|
}
|
459 |
|
|
else
|
460 |
c9a24bfb
|
Leszek Koltunski
|
{
|
461 |
9e771d06
|
Leszek Koltunski
|
for(int j=bucketChange; j<i; j++) numRenders += lastQueue.preprocess( mBuffer[quality],children.get(j) );
|
462 |
|
|
numRenders += lastQueue.postprocess(mBuffer[quality]);
|
463 |
406e2f6b
|
Leszek Koltunski
|
|
464 |
|
|
if( oit )
|
465 |
|
|
{
|
466 |
|
|
numRenders += oitBuild(time, mBuffer[quality], fbo);
|
467 |
|
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
468 |
|
|
}
|
469 |
|
|
else
|
470 |
|
|
{
|
471 |
|
|
numRenders += blitWithDepth(time, mBuffer[quality],fbo);
|
472 |
|
|
}
|
473 |
61ce8e90
|
Leszek Koltunski
|
mBuffer[quality].clearBuffer(fbo);
|
474 |
c9a24bfb
|
Leszek Koltunski
|
}
|
475 |
660cd468
|
leszek
|
|
476 |
9e771d06
|
Leszek Koltunski
|
quality= currQueue.getQuality();
|
477 |
2386a081
|
Leszek Koltunski
|
bucketChange= i;
|
478 |
9e771d06
|
Leszek Koltunski
|
renderDirectly = currQueue.getRender();
|
479 |
c9a24bfb
|
Leszek Koltunski
|
}
|
480 |
|
|
|
481 |
9e771d06
|
Leszek Koltunski
|
if( renderDirectly )
|
482 |
|
|
{
|
483 |
|
|
setAsOutput(time);
|
484 |
|
|
|
485 |
|
|
if( oit )
|
486 |
|
|
{
|
487 |
|
|
numRenders += child.drawOIT(time, this);
|
488 |
|
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
489 |
|
|
}
|
490 |
|
|
else
|
491 |
|
|
{
|
492 |
|
|
numRenders += child.draw(time, this);
|
493 |
|
|
}
|
494 |
|
|
}
|
495 |
|
|
else
|
496 |
|
|
{
|
497 |
|
|
mBuffer[quality].setAsOutput(time);
|
498 |
|
|
child.drawNoBlend(time, mBuffer[quality]);
|
499 |
|
|
}
|
500 |
c9a24bfb
|
Leszek Koltunski
|
|
501 |
8e28b6ff
|
leszek
|
if( i==numChildren-1 )
|
502 |
cf7394cc
|
leszek
|
{
|
503 |
9e771d06
|
Leszek Koltunski
|
for(int j=bucketChange; j<numChildren; j++) numRenders += currQueue.preprocess( mBuffer[quality],children.get(j) );
|
504 |
|
|
numRenders += currQueue.postprocess(mBuffer[quality]);
|
505 |
406e2f6b
|
Leszek Koltunski
|
|
506 |
|
|
if( oit )
|
507 |
|
|
{
|
508 |
|
|
numRenders += oitBuild(time, mBuffer[quality], fbo);
|
509 |
|
|
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
|
510 |
|
|
mBuffer[quality].clearBuffer(fbo);
|
511 |
|
|
}
|
512 |
|
|
else
|
513 |
|
|
{
|
514 |
|
|
numRenders += blitWithDepth(time, mBuffer[quality],fbo);
|
515 |
|
|
}
|
516 |
cf7394cc
|
leszek
|
}
|
517 |
56c6ca24
|
Leszek Koltunski
|
} // end else (postprocessed child)
|
518 |
b9798977
|
leszek
|
|
519 |
70b6a155
|
Leszek Koltunski
|
lastQueue = currQueue;
|
520 |
|
|
lastBucket= currBucket;
|
521 |
56c6ca24
|
Leszek Koltunski
|
} // end main for loop
|
522 |
|
|
|
523 |
c1a38ba3
|
Leszek Koltunski
|
if( oit && numChildren>0 )
|
524 |
|
|
{
|
525 |
|
|
numRenders += oitRender(time, fbo); // merge the OIT linked list
|
526 |
|
|
}
|
527 |
|
|
|
528 |
39086ebb
|
leszek
|
return numRenders;
|
529 |
|
|
}
|
530 |
|
|
|
531 |
be60d4ff
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
532 |
|
|
|
533 |
26a4e5f6
|
leszek
|
ArrayList<DistortedNode> getChildren()
|
534 |
be60d4ff
|
leszek
|
{
|
535 |
26a4e5f6
|
leszek
|
return mChildren;
|
536 |
be60d4ff
|
leszek
|
}
|
537 |
|
|
|
538 |
ae2802b1
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
539 |
|
|
/**
|
540 |
|
|
* Not part of the Public API.
|
541 |
|
|
*
|
542 |
|
|
* @y.exclude
|
543 |
|
|
*/
|
544 |
|
|
public float getWidthCorrection()
|
545 |
|
|
{
|
546 |
|
|
return (float)mWidth/mRealWidth;
|
547 |
|
|
}
|
548 |
|
|
|
549 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
550 |
|
|
/**
|
551 |
|
|
* Not part of the Public API.
|
552 |
|
|
*
|
553 |
|
|
* @y.exclude
|
554 |
|
|
*/
|
555 |
|
|
public float getHeightCorrection()
|
556 |
|
|
{
|
557 |
|
|
return (float)mHeight/mRealHeight;
|
558 |
|
|
}
|
559 |
|
|
|
560 |
61ce8e90
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
561 |
|
|
|
562 |
9e771d06
|
Leszek Koltunski
|
void clearBuffer(int fbo)
|
563 |
61ce8e90
|
Leszek Koltunski
|
{
|
564 |
a07e0204
|
Leszek Koltunski
|
DistortedRenderState.colorDepthStencilOn();
|
565 |
|
|
|
566 |
|
|
GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
|
567 |
|
|
GLES31.glClearDepthf(mClearDepth);
|
568 |
|
|
GLES31.glClearStencil(mClearStencil);
|
569 |
61ce8e90
|
Leszek Koltunski
|
|
570 |
|
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
|
571 |
|
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
|
572 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
|
573 |
|
|
GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo ], 0);
|
574 |
|
|
GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
|
575 |
a07e0204
|
Leszek Koltunski
|
|
576 |
|
|
DistortedRenderState.colorDepthStencilRestore();
|
577 |
61ce8e90
|
Leszek Koltunski
|
}
|
578 |
|
|
|
579 |
b2939df4
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
580 |
|
|
// PUBLIC API
|
581 |
39086ebb
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
582 |
c5369f1b
|
leszek
|
/**
|
583 |
8ebbc730
|
Leszek Koltunski
|
* Draws all the attached children to this OutputSurface's 0th FBO.
|
584 |
af4cc5db
|
Leszek Koltunski
|
* <p>
|
585 |
|
|
* Must be called from a thread holding OpenGL Context.
|
586 |
|
|
*
|
587 |
d9706fd2
|
Leszek Koltunski
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
588 |
7691a39f
|
leszek
|
* @return Number of objects rendered.
|
589 |
c5369f1b
|
leszek
|
*/
|
590 |
b2939df4
|
Leszek Koltunski
|
public int render(long time)
|
591 |
8ebbc730
|
Leszek Koltunski
|
{
|
592 |
|
|
return render(time,0);
|
593 |
|
|
}
|
594 |
|
|
|
595 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
596 |
|
|
/**
|
597 |
|
|
* Draws all the attached children to this OutputSurface.
|
598 |
|
|
* <p>
|
599 |
|
|
* Must be called from a thread holding OpenGL Context.
|
600 |
|
|
*
|
601 |
|
|
* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
|
602 |
|
|
* @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
|
603 |
|
|
* @return Number of objects rendered.
|
604 |
|
|
*/
|
605 |
|
|
public int render(long time, int fbo)
|
606 |
af4cc5db
|
Leszek Koltunski
|
{
|
607 |
c204c69d
|
leszek
|
// change tree topology (attach and detach children)
|
608 |
889cce10
|
Leszek Koltunski
|
/*
|
609 |
42571056
|
Leszek Koltunski
|
boolean changed1 =
|
610 |
889cce10
|
Leszek Koltunski
|
*/
|
611 |
efe3d8fe
|
leszek
|
DistortedMaster.toDo();
|
612 |
eadf0859
|
leszek
|
/*
|
613 |
42571056
|
Leszek Koltunski
|
if( changed1 )
|
614 |
c204c69d
|
leszek
|
{
|
615 |
|
|
for(int i=0; i<mNumChildren; i++)
|
616 |
|
|
{
|
617 |
af27df87
|
leszek
|
mChildren.get(i).debug(0);
|
618 |
c204c69d
|
leszek
|
}
|
619 |
af27df87
|
leszek
|
|
620 |
7691a39f
|
leszek
|
DistortedNode.debugMap();
|
621 |
c204c69d
|
leszek
|
}
|
622 |
eadf0859
|
leszek
|
*/
|
623 |
09ab7524
|
Leszek Koltunski
|
// create and delete all underlying OpenGL resources
|
624 |
|
|
// Watch out: FIRST change topology, only then deal
|
625 |
|
|
// with OpenGL resources. That's because changing Tree
|
626 |
|
|
// can result in additional Framebuffers that would need
|
627 |
|
|
// to be created immediately, before the calls to drawRecursive()
|
628 |
42571056
|
Leszek Koltunski
|
/*
|
629 |
|
|
boolean changed2 =
|
630 |
|
|
*/
|
631 |
f8377ef8
|
leszek
|
toDo();
|
632 |
eadf0859
|
leszek
|
/*
|
633 |
42571056
|
Leszek Koltunski
|
if( changed2 )
|
634 |
af27df87
|
leszek
|
{
|
635 |
226144d0
|
leszek
|
DistortedObject.debugLists();
|
636 |
42571056
|
Leszek Koltunski
|
}
|
637 |
eadf0859
|
leszek
|
*/
|
638 |
c834348d
|
leszek
|
// mark OpenGL state as unknown
|
639 |
|
|
DistortedRenderState.reset();
|
640 |
2ed1c692
|
leszek
|
|
641 |
b2939df4
|
Leszek Koltunski
|
int numRenders=0;
|
642 |
7691a39f
|
leszek
|
|
643 |
d9706fd2
|
Leszek Koltunski
|
for(int i=0; i<mNumChildren; i++)
|
644 |
af4cc5db
|
Leszek Koltunski
|
{
|
645 |
b2939df4
|
Leszek Koltunski
|
numRenders += mChildren.get(i).renderRecursive(time);
|
646 |
af4cc5db
|
Leszek Koltunski
|
}
|
647 |
7691a39f
|
leszek
|
|
648 |
406e2f6b
|
Leszek Koltunski
|
numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
|
649 |
b2939df4
|
Leszek Koltunski
|
|
650 |
7691a39f
|
leszek
|
return numRenders;
|
651 |
af4cc5db
|
Leszek Koltunski
|
}
|
652 |
|
|
|
653 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
654 |
c5369f1b
|
leszek
|
/**
|
655 |
|
|
* Bind this Surface as a Framebuffer we can render to.
|
656 |
02ab6f9d
|
leszek
|
*
|
657 |
|
|
* @param time Present time, in milliseconds. The point: looking at this param the library can figure
|
658 |
|
|
* out if this is the first time during present frame that this FBO is being set as output.
|
659 |
|
|
* If so, the library, in addition to binding the Surface for output, also clears the
|
660 |
|
|
* Surface's color and depth attachments.
|
661 |
c5369f1b
|
leszek
|
*/
|
662 |
95c441a2
|
leszek
|
public void setAsOutput(long time)
|
663 |
a436ccc5
|
leszek
|
{
|
664 |
5f7e4f2c
|
Leszek Koltunski
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
|
665 |
95c441a2
|
leszek
|
|
666 |
5f7e4f2c
|
Leszek Koltunski
|
if( mTime[mCurrFBO]!=time )
|
667 |
95c441a2
|
leszek
|
{
|
668 |
5f7e4f2c
|
Leszek Koltunski
|
mTime[mCurrFBO] = time;
|
669 |
88c7b603
|
Leszek Koltunski
|
clear();
|
670 |
95c441a2
|
leszek
|
}
|
671 |
a436ccc5
|
leszek
|
}
|
672 |
af4cc5db
|
Leszek Koltunski
|
|
673 |
1dfc9074
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
674 |
|
|
/**
|
675 |
|
|
* Bind this Surface as a Framebuffer we can render to.
|
676 |
|
|
* <p>
|
677 |
|
|
* This version does not attempt to clear anything.
|
678 |
|
|
*/
|
679 |
|
|
public void setAsOutput()
|
680 |
|
|
{
|
681 |
5f7e4f2c
|
Leszek Koltunski
|
GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
|
682 |
1dfc9074
|
leszek
|
}
|
683 |
|
|
|
684 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
685 |
|
|
/**
|
686 |
|
|
* Return the Near plane of the Projection included in the Surface.
|
687 |
|
|
*
|
688 |
|
|
* @return the Near plane.
|
689 |
|
|
*/
|
690 |
|
|
public float getNear()
|
691 |
|
|
{
|
692 |
|
|
return mNear;
|
693 |
|
|
}
|
694 |
|
|
|
695 |
638b5b5c
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
696 |
|
|
/**
|
697 |
|
|
* Set mipmap level.
|
698 |
|
|
* <p>
|
699 |
|
|
* Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
|
700 |
|
|
* one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
|
701 |
|
|
* Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
|
702 |
|
|
* such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
|
703 |
|
|
* scene will end up looking identical no matter which object we render to. Identical, that is, except
|
704 |
|
|
* for the loss of quality and gain in speed associated with rendering to a smaller Surface.
|
705 |
8426bd6a
|
Leszek Koltunski
|
* <p>
|
706 |
|
|
* Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
|
707 |
|
|
* mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
|
708 |
|
|
* and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
|
709 |
|
|
* in the second case the move vector (100,100) will be auto-scaled to (50,50).
|
710 |
638b5b5c
|
leszek
|
*
|
711 |
|
|
* @param mipmap The mipmap level. Acceptable range: 0<mipmap<infinity, although mipmap>1
|
712 |
|
|
* does not make any sense (that would result in loss of speed and no gain in quality)
|
713 |
|
|
*/
|
714 |
|
|
public void setMipmap(float mipmap)
|
715 |
|
|
{
|
716 |
|
|
mMipmap = mipmap;
|
717 |
|
|
}
|
718 |
|
|
|
719 |
a9f41fa3
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
720 |
|
|
/**
|
721 |
e6519ac8
|
Leszek Koltunski
|
* Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
|
722 |
ad16ed3b
|
Leszek Koltunski
|
* this Surface at the beginning of each frame.
|
723 |
a9f41fa3
|
leszek
|
*
|
724 |
|
|
* @param r the Red component. Default: 0.0f
|
725 |
|
|
* @param g the Green component. Default: 0.0f
|
726 |
|
|
* @param b the Blue component. Default: 0.0f
|
727 |
|
|
* @param a the Alpha component. Default: 0.0f
|
728 |
|
|
*/
|
729 |
|
|
public void glClearColor(float r, float g, float b, float a)
|
730 |
|
|
{
|
731 |
|
|
mClearR = r;
|
732 |
|
|
mClearG = g;
|
733 |
|
|
mClearB = b;
|
734 |
|
|
mClearA = a;
|
735 |
|
|
}
|
736 |
|
|
|
737 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
738 |
|
|
/**
|
739 |
23eecbd9
|
Leszek Koltunski
|
* Uses glClearDepthf() to set up a value with which to clear
|
740 |
|
|
* the Depth buffer of our Surface at the beginning of each frame.
|
741 |
a9f41fa3
|
leszek
|
*
|
742 |
|
|
* @param d the Depth. Default: 1.0f
|
743 |
|
|
*/
|
744 |
|
|
public void glClearDepthf(float d)
|
745 |
|
|
{
|
746 |
|
|
mClearDepth = d;
|
747 |
|
|
}
|
748 |
|
|
|
749 |
23eecbd9
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
750 |
|
|
/**
|
751 |
|
|
* Uses glClearStencil() to set up a value with which to clear the
|
752 |
|
|
* Stencil buffer of our Surface at the beginning of each frame.
|
753 |
|
|
*
|
754 |
|
|
* @param s the Stencil. Default: 0
|
755 |
|
|
*/
|
756 |
|
|
public void glClearStencil(int s)
|
757 |
|
|
{
|
758 |
|
|
mClearStencil = s;
|
759 |
|
|
}
|
760 |
|
|
|
761 |
ad16ed3b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
762 |
|
|
/**
|
763 |
|
|
* Which buffers to Clear at the beginning of each frame?
|
764 |
|
|
* <p>
|
765 |
|
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
766 |
|
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
767 |
|
|
* Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
|
768 |
|
|
*
|
769 |
|
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
770 |
|
|
*/
|
771 |
|
|
public void glClear(int mask)
|
772 |
|
|
{
|
773 |
|
|
mClear = mask;
|
774 |
|
|
}
|
775 |
|
|
|
776 |
af4cc5db
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
777 |
|
|
/**
|
778 |
|
|
* Create new Projection matrix.
|
779 |
|
|
*
|
780 |
|
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
781 |
54fe333a
|
leszek
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
782 |
|
|
* @param near Distance between the screen plane and the near plane.
|
783 |
61441ce2
|
Leszek Koltunski
|
* Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
|
784 |
|
|
* the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
|
785 |
af4cc5db
|
Leszek Koltunski
|
*/
|
786 |
54fe333a
|
leszek
|
public void setProjection(float fov, float near)
|
787 |
af4cc5db
|
Leszek Koltunski
|
{
|
788 |
8069e806
|
Leszek Koltunski
|
if( fov < 180.0f && fov >=0.0f )
|
789 |
|
|
{
|
790 |
|
|
mFOV = fov;
|
791 |
|
|
}
|
792 |
|
|
|
793 |
|
|
if( near< 1.0f && near> 0.0f )
|
794 |
|
|
{
|
795 |
|
|
mNear= near;
|
796 |
|
|
}
|
797 |
|
|
else if( near<=0.0f )
|
798 |
|
|
{
|
799 |
|
|
mNear = 0.01f;
|
800 |
|
|
}
|
801 |
|
|
else if( near>=1.0f )
|
802 |
|
|
{
|
803 |
|
|
mNear=0.99f;
|
804 |
|
|
}
|
805 |
af4cc5db
|
Leszek Koltunski
|
|
806 |
61ce8e90
|
Leszek Koltunski
|
if( mBuffer!=null )
|
807 |
|
|
{
|
808 |
|
|
for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
|
809 |
|
|
}
|
810 |
|
|
|
811 |
af4cc5db
|
Leszek Koltunski
|
createProjection();
|
812 |
|
|
}
|
813 |
|
|
|
814 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
815 |
c5369f1b
|
leszek
|
/**
|
816 |
af4cc5db
|
Leszek Koltunski
|
* Resize the underlying Framebuffer.
|
817 |
c7da4e65
|
leszek
|
* <p>
|
818 |
|
|
* This method can be safely called mid-render as it doesn't interfere with rendering.
|
819 |
af4cc5db
|
Leszek Koltunski
|
*
|
820 |
|
|
* @param width The new width.
|
821 |
|
|
* @param height The new height.
|
822 |
c5369f1b
|
leszek
|
*/
|
823 |
af4cc5db
|
Leszek Koltunski
|
public void resize(int width, int height)
|
824 |
|
|
{
|
825 |
|
|
if( mWidth!=width || mHeight!=height )
|
826 |
|
|
{
|
827 |
a4b182d4
|
Leszek Koltunski
|
mWidth = mRealWidth = width;
|
828 |
|
|
mHeight= mRealHeight= height;
|
829 |
f8377ef8
|
leszek
|
|
830 |
|
|
createProjection();
|
831 |
|
|
|
832 |
c7da4e65
|
leszek
|
if( mColorCreated==CREATED )
|
833 |
f8377ef8
|
leszek
|
{
|
834 |
f28fffc2
|
Leszek Koltunski
|
markForCreation();
|
835 |
f8377ef8
|
leszek
|
recreate();
|
836 |
|
|
}
|
837 |
af4cc5db
|
Leszek Koltunski
|
}
|
838 |
|
|
}
|
839 |
a09ada4c
|
Leszek Koltunski
|
|
840 |
a436ccc5
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
841 |
|
|
/**
|
842 |
89de975c
|
leszek
|
* Return true if the Surface contains a DEPTH attachment.
|
843 |
a436ccc5
|
leszek
|
*
|
844 |
89de975c
|
leszek
|
* @return <bold>true</bold> if the Surface contains a DEPTH attachment.
|
845 |
a436ccc5
|
leszek
|
*/
|
846 |
89de975c
|
leszek
|
public boolean hasDepth()
|
847 |
a436ccc5
|
leszek
|
{
|
848 |
89de975c
|
leszek
|
return mDepthStencilCreated==CREATED;
|
849 |
a436ccc5
|
leszek
|
}
|
850 |
|
|
|
851 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
852 |
|
|
/**
|
853 |
89de975c
|
leszek
|
* Return true if the Surface contains a STENCIL attachment.
|
854 |
a436ccc5
|
leszek
|
*
|
855 |
89de975c
|
leszek
|
* @return <bold>true</bold> if the Surface contains a STENCIL attachment.
|
856 |
a436ccc5
|
leszek
|
*/
|
857 |
89de975c
|
leszek
|
public boolean hasStencil()
|
858 |
a436ccc5
|
leszek
|
{
|
859 |
89de975c
|
leszek
|
return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
|
860 |
a436ccc5
|
leszek
|
}
|
861 |
|
|
|
862 |
406e2f6b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
863 |
|
|
/**
|
864 |
|
|
* When rendering this Node, should we use the Order Independent Transparency render more?
|
865 |
|
|
* <p>
|
866 |
|
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
867 |
|
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
868 |
|
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
869 |
|
|
*
|
870 |
|
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
871 |
|
|
*/
|
872 |
|
|
public void setOrderIndependentTransparency(boolean oit)
|
873 |
|
|
{
|
874 |
|
|
mRenderWayOIT = oit;
|
875 |
|
|
}
|
876 |
|
|
|
877 |
12f9e4bb
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
878 |
|
|
/**
|
879 |
|
|
* When rendering this Node, should we use the Order Independent Transparency render more?
|
880 |
|
|
* <p>
|
881 |
|
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
882 |
|
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
883 |
|
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
884 |
|
|
*
|
885 |
|
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
886 |
|
|
* @param initialSize Initial number of transparent fragments we expect, in screenfuls.
|
887 |
|
|
* I.e '1.0' means 'the scene we are going to render contains about 1 screen
|
888 |
|
|
* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0
|
889 |
|
|
* Even if you get this wrong, the library will detect that there are more
|
890 |
|
|
* transparent fragments than it has space for and readjust its internal buffers,
|
891 |
|
|
* but only after a few frames during which one will probably see missing objects.
|
892 |
|
|
*/
|
893 |
|
|
public void setOrderIndependentTransparency(boolean oit, float initialSize)
|
894 |
|
|
{
|
895 |
|
|
mRenderWayOIT = oit;
|
896 |
|
|
|
897 |
|
|
if( initialSize>0.0f && initialSize<10.0f )
|
898 |
|
|
DistortedEffects.setSSBOSize(initialSize);
|
899 |
|
|
}
|
900 |
|
|
|
901 |
a09ada4c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
902 |
|
|
/**
|
903 |
|
|
* Adds a new child to the last position in the list of our Surface's children.
|
904 |
c204c69d
|
leszek
|
* <p>
|
905 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
906 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
907 |
a09ada4c
|
Leszek Koltunski
|
*
|
908 |
|
|
* @param node The new Node to add.
|
909 |
|
|
*/
|
910 |
c204c69d
|
leszek
|
public void attach(DistortedNode node)
|
911 |
a09ada4c
|
Leszek Koltunski
|
{
|
912 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(ATTACH,node));
|
913 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
914 |
a09ada4c
|
Leszek Koltunski
|
}
|
915 |
|
|
|
916 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
917 |
|
|
/**
|
918 |
|
|
* Adds a new child to the last position in the list of our Surface's children.
|
919 |
c204c69d
|
leszek
|
* <p>
|
920 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
921 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
922 |
a09ada4c
|
Leszek Koltunski
|
*
|
923 |
|
|
* @param surface InputSurface to initialize our child Node with.
|
924 |
|
|
* @param effects DistortedEffects to initialize our child Node with.
|
925 |
715e7726
|
Leszek Koltunski
|
* @param mesh MeshBase to initialize our child Node with.
|
926 |
a09ada4c
|
Leszek Koltunski
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
927 |
|
|
*/
|
928 |
715e7726
|
Leszek Koltunski
|
public DistortedNode attach(DistortedSurface surface, DistortedEffects effects, MeshBase mesh)
|
929 |
a09ada4c
|
Leszek Koltunski
|
{
|
930 |
|
|
DistortedNode node = new DistortedNode(surface,effects,mesh);
|
931 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(ATTACH,node));
|
932 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
933 |
c204c69d
|
leszek
|
return node;
|
934 |
|
|
}
|
935 |
|
|
|
936 |
af27df87
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
937 |
|
|
/**
|
938 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
939 |
|
|
* <p>
|
940 |
|
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
941 |
|
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
942 |
|
|
* <p>
|
943 |
|
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
944 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
945 |
af27df87
|
leszek
|
*
|
946 |
|
|
* @param effects DistortedEffects to remove.
|
947 |
|
|
*/
|
948 |
|
|
public void detach(DistortedEffects effects)
|
949 |
|
|
{
|
950 |
|
|
long id = effects.getID();
|
951 |
|
|
DistortedNode node;
|
952 |
8baa1fe6
|
Leszek Koltunski
|
boolean detached = false;
|
953 |
af27df87
|
leszek
|
|
954 |
|
|
for(int i=0; i<mNumChildren; i++)
|
955 |
|
|
{
|
956 |
|
|
node = mChildren.get(i);
|
957 |
|
|
|
958 |
|
|
if( node.getEffects().getID()==id )
|
959 |
|
|
{
|
960 |
8baa1fe6
|
Leszek Koltunski
|
detached = true;
|
961 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(DETACH,node));
|
962 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
963 |
af27df87
|
leszek
|
break;
|
964 |
|
|
}
|
965 |
|
|
}
|
966 |
8baa1fe6
|
Leszek Koltunski
|
|
967 |
|
|
if( !detached )
|
968 |
|
|
{
|
969 |
|
|
// if we failed to detach any, it still might be the case that
|
970 |
efe3d8fe
|
leszek
|
// there's an ATTACH job that we need to cancel.
|
971 |
|
|
int num = mJobs.size();
|
972 |
|
|
Job job;
|
973 |
|
|
|
974 |
|
|
for(int i=0; i<num; i++)
|
975 |
|
|
{
|
976 |
|
|
job = mJobs.get(i);
|
977 |
|
|
|
978 |
|
|
if( job.type==ATTACH && job.node.getEffects()==effects )
|
979 |
|
|
{
|
980 |
|
|
mJobs.remove(i);
|
981 |
|
|
break;
|
982 |
|
|
}
|
983 |
|
|
}
|
984 |
8baa1fe6
|
Leszek Koltunski
|
}
|
985 |
af27df87
|
leszek
|
}
|
986 |
|
|
|
987 |
a09ada4c
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
988 |
|
|
/**
|
989 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
990 |
c204c69d
|
leszek
|
* <p>
|
991 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
992 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
993 |
c204c69d
|
leszek
|
*
|
994 |
|
|
* @param node The Node to remove.
|
995 |
|
|
*/
|
996 |
|
|
public void detach(DistortedNode node)
|
997 |
|
|
{
|
998 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(DETACH,node));
|
999 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
1000 |
a09ada4c
|
Leszek Koltunski
|
}
|
1001 |
|
|
|
1002 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1003 |
|
|
/**
|
1004 |
|
|
* Removes all children Nodes.
|
1005 |
c204c69d
|
leszek
|
* <p>
|
1006 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
1007 |
efe3d8fe
|
leszek
|
* DistortedMaster (by calling doWork())
|
1008 |
c204c69d
|
leszek
|
*/
|
1009 |
|
|
public void detachAll()
|
1010 |
|
|
{
|
1011 |
ffbe7ecf
|
Leszek Koltunski
|
mJobs.add(new Job(DETALL,null));
|
1012 |
efe3d8fe
|
leszek
|
DistortedMaster.newSlave(this);
|
1013 |
c204c69d
|
leszek
|
}
|
1014 |
|
|
|
1015 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1016 |
|
|
/**
|
1017 |
|
|
* This is not really part of the public API. Has to be public only because it is a part of the
|
1018 |
efe3d8fe
|
leszek
|
* DistortedSlave interface, which should really be a class that we extend here instead but
|
1019 |
c204c69d
|
leszek
|
* Java has no multiple inheritance.
|
1020 |
43fbf0dd
|
leszek
|
*
|
1021 |
|
|
* @y.exclude
|
1022 |
a09ada4c
|
Leszek Koltunski
|
*/
|
1023 |
efe3d8fe
|
leszek
|
public void doWork()
|
1024 |
a09ada4c
|
Leszek Koltunski
|
{
|
1025 |
efe3d8fe
|
leszek
|
int num = mJobs.size();
|
1026 |
|
|
Job job;
|
1027 |
|
|
|
1028 |
|
|
for(int i=0; i<num; i++)
|
1029 |
|
|
{
|
1030 |
|
|
job = mJobs.remove(0);
|
1031 |
|
|
|
1032 |
|
|
switch(job.type)
|
1033 |
|
|
{
|
1034 |
be60d4ff
|
leszek
|
case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
|
1035 |
|
|
job.node.setSurfaceParent(this);
|
1036 |
85bfeb7a
|
Leszek Koltunski
|
DistortedMaster.addSortingByBuckets(mChildren,job.node);
|
1037 |
efe3d8fe
|
leszek
|
mNumChildren++;
|
1038 |
|
|
break;
|
1039 |
be60d4ff
|
leszek
|
case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
|
1040 |
efe3d8fe
|
leszek
|
{
|
1041 |
be60d4ff
|
leszek
|
job.node.setSurfaceParent(null);
|
1042 |
efe3d8fe
|
leszek
|
mNumChildren--;
|
1043 |
|
|
}
|
1044 |
|
|
break;
|
1045 |
be60d4ff
|
leszek
|
case DETALL: if( mNumChildren>0 )
|
1046 |
efe3d8fe
|
leszek
|
{
|
1047 |
be60d4ff
|
leszek
|
DistortedNode tmp;
|
1048 |
|
|
|
1049 |
|
|
for(int j=mNumChildren-1; j>=0; j--)
|
1050 |
|
|
{
|
1051 |
|
|
tmp = mChildren.remove(j);
|
1052 |
|
|
tmp.setSurfaceParent(null);
|
1053 |
|
|
}
|
1054 |
|
|
|
1055 |
efe3d8fe
|
leszek
|
mNumChildren = 0;
|
1056 |
|
|
}
|
1057 |
|
|
break;
|
1058 |
ffbe7ecf
|
Leszek Koltunski
|
case SORT : mChildren.remove(job.node);
|
1059 |
85bfeb7a
|
Leszek Koltunski
|
DistortedMaster.addSortingByBuckets(mChildren,job.node);
|
1060 |
efe3d8fe
|
leszek
|
break;
|
1061 |
|
|
}
|
1062 |
|
|
}
|
1063 |
a09ada4c
|
Leszek Koltunski
|
}
|
1064 |
af4cc5db
|
Leszek Koltunski
|
}
|