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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 9b94626c

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutputFBO(fbo);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        setAsOutputFBO(time,fbo);
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        numRenders += child1.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket==0 )
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            {
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            clonePostprocessingViewport(this);
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            }
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          else
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              mBuffer[internalQuality].setAsOutputFBO(fbo);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer,fbo);
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            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
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            mBuffer[quality].clearBuffer(time,fbo);
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            }
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          internalQuality = currQueue.getInternalQuality();
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          quality         = currQueue.getQuality();
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          bucketChange    = i;
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          }
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        mBuffer[quality].setAsOutputFBO(time,fbo);
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        child1.drawNoBlend(time,mBuffer[quality]);
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        if( i==numChildren-1 )
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          {
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          for(int j=bucketChange; j<numChildren; j++)
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            {
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            child2 = children.get(j);
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            mBuffer[internalQuality].setAsOutputFBO(fbo);
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            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
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            }
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          numRenders += currQueue.postprocess(mBuffer,fbo);
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          numRenders += blitWithDepth(time, mBuffer[quality],fbo);
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          }
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        } // end else (postprocessed child)
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      lastQueue = currQueue;
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      lastBucket= currBucket;
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      } // end main for loop
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  ArrayList<DistortedNode> getChildren()
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    {
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    return mChildren;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public float getWidthCorrection()
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    {
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    return (float)mWidth/mRealWidth;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public float getHeightCorrection()
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    {
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    return (float)mHeight/mRealHeight;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void clearBuffer(long time,int fbo)
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    {
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
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    mTime[fbo] = time;    // have to do this otherwise on the next setAsOutput() we would clear
425 9455da17 Leszek Koltunski
    DistortedRenderState.colorDepthStencilOn();
426
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
427
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
428
    DistortedRenderState.colorDepthStencilRestore();
429
    }
430
431 9d845904 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
432
433 f4d6114c Leszek Koltunski
  private void setAsOutputFBO(long time, int fbo)
434 9d845904 Leszek Koltunski
    {
435
    if( fbo>=0 && fbo<mNumFBOs )
436
      {
437
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
438
439
      if (mTime[fbo] != time)
440
        {
441
        mTime[fbo] = time;
442
        clear();
443
        }
444
      }
445
    else
446
      {
447 f4d6114c Leszek Koltunski
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
448
      }
449
    }
450
451
///////////////////////////////////////////////////////////////////////////////////////////////////
452
/**
453
 * Not part of the Public API.
454
 *
455
 * @y.exclude
456
 */
457
  public void setAsOutputFBO(int fbo)
458
    {
459
    if( fbo>=0 && fbo<mNumFBOs )
460
      {
461
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
462
      }
463
    else
464
      {
465
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
466 9d845904 Leszek Koltunski
      }
467
    }
468
469 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
470
// PUBLIC API
471 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
472 9d845904 Leszek Koltunski
/**
473
 * Draws all the attached children to this OutputSurface's 0th FBO.
474
 * <p>
475
 * Must be called from a thread holding OpenGL Context.
476
 *
477
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
478
 * @return Number of objects rendered.
479
 */
480
  public int render(long time)
481
    {
482
    return render(time,0);
483
    }
484 86e99907 leszek
485 9d845904 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
486 c5369f1b leszek
/**
487 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
488 af4cc5db Leszek Koltunski
 * <p>
489
 * Must be called from a thread holding OpenGL Context.
490
 *
491 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
492 9d845904 Leszek Koltunski
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
493 7691a39f leszek
 * @return Number of objects rendered.
494 c5369f1b leszek
 */
495 9d845904 Leszek Koltunski
  public int render(long time, int fbo)
496 af4cc5db Leszek Koltunski
    {
497 c204c69d leszek
    // change tree topology (attach and detach children)
498 889cce10 Leszek Koltunski
/*
499 42571056 Leszek Koltunski
    boolean changed1 =
500 889cce10 Leszek Koltunski
*/
501 efe3d8fe leszek
    DistortedMaster.toDo();
502 eadf0859 leszek
/*
503 42571056 Leszek Koltunski
    if( changed1 )
504 c204c69d leszek
      {
505
      for(int i=0; i<mNumChildren; i++)
506
        {
507 af27df87 leszek
        mChildren.get(i).debug(0);
508 c204c69d leszek
        }
509 af27df87 leszek
510 7691a39f leszek
      DistortedNode.debugMap();
511 c204c69d leszek
      }
512 eadf0859 leszek
*/
513 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
514
    // Watch out: FIRST change topology, only then deal
515
    // with OpenGL resources. That's because changing Tree
516
    // can result in additional Framebuffers that would need
517
    // to be created immediately, before the calls to drawRecursive()
518 42571056 Leszek Koltunski
/*
519
    boolean changed2 =
520
*/
521 f8377ef8 leszek
    toDo();
522 eadf0859 leszek
/*
523 42571056 Leszek Koltunski
    if( changed2 )
524 af27df87 leszek
      {
525 226144d0 leszek
      DistortedObject.debugLists();
526 42571056 Leszek Koltunski
      }
527 eadf0859 leszek
*/
528 c834348d leszek
    // mark OpenGL state as unknown
529
    DistortedRenderState.reset();
530 2ed1c692 leszek
531 b2939df4 Leszek Koltunski
    int numRenders=0;
532 7691a39f leszek
533 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
534 af4cc5db Leszek Koltunski
      {
535 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
536 af4cc5db Leszek Koltunski
      }
537 7691a39f leszek
538 9d845904 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
539 b2939df4 Leszek Koltunski
540 7691a39f leszek
    return numRenders;
541 af4cc5db Leszek Koltunski
    }
542
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544 c5369f1b leszek
/**
545
 * Bind this Surface as a Framebuffer we can render to.
546 02ab6f9d leszek
 *
547
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
548
 *             out if this is the first time during present frame that this FBO is being set as output.
549
 *             If so, the library, in addition to binding the Surface for output, also clears the
550
 *             Surface's color and depth attachments.
551 c5369f1b leszek
 */
552 95c441a2 leszek
  public void setAsOutput(long time)
553 a436ccc5 leszek
    {
554 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
555 95c441a2 leszek
556 9d845904 Leszek Koltunski
    if( mTime[0]!=time )
557 95c441a2 leszek
      {
558 9d845904 Leszek Koltunski
      mTime[0] = time;
559 040cd18c Leszek Koltunski
      clear();
560 95c441a2 leszek
      }
561 a436ccc5 leszek
    }
562 af4cc5db Leszek Koltunski
563 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
564
/**
565
 * Bind this Surface as a Framebuffer we can render to.
566
 * <p>
567
 * This version does not attempt to clear anything.
568
 */
569
  public void setAsOutput()
570
    {
571 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
572 1dfc9074 leszek
    }
573
574
///////////////////////////////////////////////////////////////////////////////////////////////////
575
/**
576
 * Return the Near plane of the Projection included in the Surface.
577
 *
578
 * @return the Near plane.
579
 */
580
  public float getNear()
581
    {
582
    return mNear;
583
    }
584
585 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Set mipmap level.
588
 * <p>
589
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
590
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
591
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
592
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
593
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
594
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
595 8426bd6a Leszek Koltunski
 * <p>
596
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
597
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
598
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
599
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
600 638b5b5c leszek
 *
601
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
602
 *               does not make any sense (that would result in loss of speed and no gain in quality)
603
 */
604
  public void setMipmap(float mipmap)
605
    {
606
    mMipmap = mipmap;
607
    }
608
609 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
610
/**
611 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
612 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
613 a9f41fa3 leszek
 *
614
 * @param r the Red component. Default: 0.0f
615
 * @param g the Green component. Default: 0.0f
616
 * @param b the Blue component. Default: 0.0f
617
 * @param a the Alpha component. Default: 0.0f
618
 */
619
  public void glClearColor(float r, float g, float b, float a)
620
    {
621
    mClearR = r;
622
    mClearG = g;
623
    mClearB = b;
624
    mClearA = a;
625
    }
626
627
///////////////////////////////////////////////////////////////////////////////////////////////////
628
/**
629 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
630
 * the Depth buffer of our Surface at the beginning of each frame.
631 a9f41fa3 leszek
 *
632
 * @param d the Depth. Default: 1.0f
633
 */
634
  public void glClearDepthf(float d)
635
    {
636
    mClearDepth = d;
637
    }
638
639 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
640
/**
641
 * Uses glClearStencil() to set up a value with which to clear the
642
 * Stencil buffer of our Surface at the beginning of each frame.
643
 *
644
 * @param s the Stencil. Default: 0
645
 */
646
  public void glClearStencil(int s)
647
    {
648
    mClearStencil = s;
649
    }
650
651 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Which buffers to Clear at the beginning of each frame?
654
 * <p>
655
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
656
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
657
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
658
 *
659
 * @param mask bitwise OR of BUFFER_BITs to clear.
660
 */
661
  public void glClear(int mask)
662
    {
663
    mClear = mask;
664
    }
665
666 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
667
/**
668
 * Create new Projection matrix.
669
 *
670
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
671 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
672
 * @param near Distance between the screen plane and the near plane.
673 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
674
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
675 af4cc5db Leszek Koltunski
 */
676 54fe333a leszek
  public void setProjection(float fov, float near)
677 af4cc5db Leszek Koltunski
    {
678 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
679
      {
680
      mFOV = fov;
681
      }
682
683
    if( near<   1.0f && near> 0.0f )
684
      {
685
      mNear= near;
686
      }
687
    else if( near<=0.0f )
688
      {
689
      mNear = 0.01f;
690
      }
691
    else if( near>=1.0f )
692
      {
693
      mNear=0.99f;
694
      }
695 af4cc5db Leszek Koltunski
696 040cd18c Leszek Koltunski
    if( mBuffer!=null )
697 1dfc9074 leszek
      {
698
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
699
      }
700
701 af4cc5db Leszek Koltunski
    createProjection();
702
    }
703
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705 c5369f1b leszek
/**
706 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
707 c7da4e65 leszek
 * <p>
708
 * This method can be safely called mid-render as it doesn't interfere with rendering.
709 af4cc5db Leszek Koltunski
 *
710
 * @param width The new width.
711
 * @param height The new height.
712 c5369f1b leszek
 */
713 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
714
    {
715
    if( mWidth!=width || mHeight!=height )
716
      {
717 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
718
      mHeight= mRealHeight= height;
719 f8377ef8 leszek
720
      createProjection();
721
722 c7da4e65 leszek
      if( mColorCreated==CREATED )
723 f8377ef8 leszek
        {
724 f28fffc2 Leszek Koltunski
        markForCreation();
725 f8377ef8 leszek
        recreate();
726
        }
727 af4cc5db Leszek Koltunski
      }
728
    }
729 a09ada4c Leszek Koltunski
730 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
731
/**
732 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
733 a436ccc5 leszek
 *
734 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
735 a436ccc5 leszek
 */
736 89de975c leszek
  public boolean hasDepth()
737 a436ccc5 leszek
    {
738 89de975c leszek
    return mDepthStencilCreated==CREATED;
739 a436ccc5 leszek
    }
740
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
744 a436ccc5 leszek
 *
745 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
746 a436ccc5 leszek
 */
747 89de975c leszek
  public boolean hasStencil()
748 a436ccc5 leszek
    {
749 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
750 a436ccc5 leszek
    }
751
752 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
753
/**
754
 * Adds a new child to the last position in the list of our Surface's children.
755 c204c69d leszek
 * <p>
756
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
757 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
758 a09ada4c Leszek Koltunski
 *
759
 * @param node The new Node to add.
760
 */
761 c204c69d leszek
  public void attach(DistortedNode node)
762 a09ada4c Leszek Koltunski
    {
763 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
764 efe3d8fe leszek
    DistortedMaster.newSlave(this);
765 a09ada4c Leszek Koltunski
    }
766
767
///////////////////////////////////////////////////////////////////////////////////////////////////
768
/**
769
 * Adds a new child to the last position in the list of our Surface's children.
770 c204c69d leszek
 * <p>
771
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
772 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
773 a09ada4c Leszek Koltunski
 *
774
 * @param surface InputSurface to initialize our child Node with.
775
 * @param effects DistortedEffects to initialize our child Node with.
776
 * @param mesh MeshObject to initialize our child Node with.
777
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
778
 */
779 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
780 a09ada4c Leszek Koltunski
    {
781
    DistortedNode node = new DistortedNode(surface,effects,mesh);
782 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
783 efe3d8fe leszek
    DistortedMaster.newSlave(this);
784 c204c69d leszek
    return node;
785
    }
786
787 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
788
/**
789
 * Removes the first occurrence of a specified child from the list of children of our Surface.
790
 * <p>
791
 * A bit questionable method as there can be many different Nodes attached as children, some
792
 * of them having the same Effects but - for instance - different Mesh. Use with care.
793
 * <p>
794
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
795 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
796 af27df87 leszek
 *
797
 * @param effects DistortedEffects to remove.
798
 */
799
  public void detach(DistortedEffects effects)
800
    {
801
    long id = effects.getID();
802
    DistortedNode node;
803 8baa1fe6 Leszek Koltunski
    boolean detached = false;
804 af27df87 leszek
805
    for(int i=0; i<mNumChildren; i++)
806
      {
807
      node = mChildren.get(i);
808
809
      if( node.getEffects().getID()==id )
810
        {
811 8baa1fe6 Leszek Koltunski
        detached = true;
812 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
813 efe3d8fe leszek
        DistortedMaster.newSlave(this);
814 af27df87 leszek
        break;
815
        }
816
      }
817 8baa1fe6 Leszek Koltunski
818
    if( !detached )
819
      {
820
      // if we failed to detach any, it still might be the case that
821 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
822
      int num = mJobs.size();
823
      Job job;
824
825
      for(int i=0; i<num; i++)
826
        {
827
        job = mJobs.get(i);
828
829
        if( job.type==ATTACH && job.node.getEffects()==effects )
830
          {
831
          mJobs.remove(i);
832
          break;
833
          }
834
        }
835 8baa1fe6 Leszek Koltunski
      }
836 af27df87 leszek
    }
837
838 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * Removes the first occurrence of a specified child from the list of children of our Surface.
841 c204c69d leszek
 * <p>
842
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
843 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
844 c204c69d leszek
 *
845
 * @param node The Node to remove.
846
 */
847
  public void detach(DistortedNode node)
848
    {
849 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
850 efe3d8fe leszek
    DistortedMaster.newSlave(this);
851 a09ada4c Leszek Koltunski
    }
852
853
///////////////////////////////////////////////////////////////////////////////////////////////////
854
/**
855
 * Removes all children Nodes.
856 c204c69d leszek
 * <p>
857
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
858 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
859 c204c69d leszek
 */
860
  public void detachAll()
861
    {
862 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
863 efe3d8fe leszek
    DistortedMaster.newSlave(this);
864 c204c69d leszek
    }
865
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * This is not really part of the public API. Has to be public only because it is a part of the
869 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
870 c204c69d leszek
 * Java has no multiple inheritance.
871 43fbf0dd leszek
 *
872
 * @y.exclude
873 a09ada4c Leszek Koltunski
 */
874 efe3d8fe leszek
  public void doWork()
875 a09ada4c Leszek Koltunski
    {
876 efe3d8fe leszek
    int num = mJobs.size();
877
    Job job;
878
879
    for(int i=0; i<num; i++)
880
      {
881
      job = mJobs.remove(0);
882
883
      switch(job.type)
884
        {
885 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
886
                     job.node.setSurfaceParent(this);
887 040cd18c Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
888 efe3d8fe leszek
                     mNumChildren++;
889
                     break;
890 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
891 efe3d8fe leszek
                       {
892 be60d4ff leszek
                       job.node.setSurfaceParent(null);
893 efe3d8fe leszek
                       mNumChildren--;
894
                       }
895
                     break;
896 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
897 efe3d8fe leszek
                       {
898 be60d4ff leszek
                       DistortedNode tmp;
899
900
                       for(int j=mNumChildren-1; j>=0; j--)
901
                         {
902
                         tmp = mChildren.remove(j);
903
                         tmp.setSurfaceParent(null);
904
                         }
905
906 efe3d8fe leszek
                       mNumChildren = 0;
907
                       }
908
                     break;
909 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
910 040cd18c Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
911 efe3d8fe leszek
                     break;
912
        }
913
      }
914 a09ada4c Leszek Koltunski
    }
915 af4cc5db Leszek Koltunski
}