Project

General

Profile

Download (29.9 KB) Statistics
| Branch: | Revision:

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

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.main;
21

    
22
import android.opengl.GLES31;
23
import android.opengl.Matrix;
24

    
25
import org.distorted.library.effect.EffectQuality;
26

    
27
import java.util.ArrayList;
28

    
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30
/**
31
 * This is not really part of the public API.
32
 *
33
 * @y.exclude
34
 */
35
public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
36
{
37
/**
38
 * Do not create DEPTH or STENCIL attachment
39
 */
40
  public static final int NO_DEPTH_NO_STENCIL = 0;
41
/**
42
 * Create DEPTH, but not STENCIL
43
 */
44
  public static final int DEPTH_NO_STENCIL    = 1;
45
/**
46
 * Create both DEPTH and STENCIL
47
 */
48
  public static final int BOTH_DEPTH_STENCIL  = 2;
49

    
50
  private static final int ATTACH = 0;
51
  private static final int DETACH = 1;
52
  private static final int DETALL = 2;
53
  private static final int SORT   = 3;
54

    
55
  private ArrayList<DistortedNode> mChildren;
56
  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
57

    
58
  private class Job
59
    {
60
    int type;
61
    DistortedNode node;
62

    
63
    Job(int t, DistortedNode n)
64
      {
65
      type = t;
66
      node = n;
67
      }
68
    }
69

    
70
  private ArrayList<Job> mJobs = new ArrayList<>();
71

    
72
  // Global buffers used for postprocessing.
73
  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
74

    
75
  private float mFOV;
76
  float mDistance, mNear;
77
  float[] mProjectionMatrix;
78

    
79
  int mDepthStencilCreated;
80
  int mDepthStencil;
81
  int[] mDepthStencilH;
82
  int[] mFBOH;
83
  private long[] mTime;
84

    
85
  private float mClearR, mClearG, mClearB, mClearA;
86
  private float mClearDepth;
87
  private int mClearStencil;
88
  private int mClear;
89
  float mMipmap;
90

    
91
  int mRealWidth;   // the Surface can be backed up with a texture that is
92
  int mRealHeight;  // larger than the viewport we have to it.
93
                    // mWidth,mHeight are the sizes of the Viewport, those -
94
                    // sizes of the backing up texture.
95

    
96
///////////////////////////////////////////////////////////////////////////////////////////////////
97

    
98
  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
99
    {
100
    super(width,height,createColor,numfbos,numcolors,type);
101

    
102
    mDepthStencilH = new int[numfbos];
103
    mFBOH          = new int[numfbos];
104

    
105
    mTime = new long[numfbos];
106
    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
107

    
108
    mRealWidth = width;
109
    mRealHeight= height;
110

    
111
    mProjectionMatrix = new float[16];
112

    
113
    mFOV = 60.0f;
114
    mNear=  0.5f;
115

    
116
    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
117
    mDepthStencil = depthStencil;
118

    
119
    mFBOH[0]         = fbo;
120
    mDepthStencilH[0]= 0;
121

    
122
    mClearR = 0.0f;
123
    mClearG = 0.0f;
124
    mClearB = 0.0f;
125
    mClearA = 0.0f;
126

    
127
    mClearDepth = 1.0f;
128
    mClearStencil = 0;
129
    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
130

    
131
    mMipmap = 1.0f;
132

    
133
    createProjection();
134
    }
135

    
136
///////////////////////////////////////////////////////////////////////////////////////////////////
137

    
138
  private void createProjection()
139
    {
140
    if( mWidth>0 && mHeight>1 )
141
      {
142
      if( mFOV>0.0f )  // perspective projection
143
        {
144
        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
145
        float q = mWidth*mNear;
146
        float c = mHeight*mNear;
147

    
148
        float left   = -q/2;
149
        float right  = +q/2;
150
        float bottom = -c/2;
151
        float top    = +c/2;
152
        float near   =  c/a;
153

    
154
        mDistance    = mHeight/a;
155
        float far    = 2*mDistance-near;
156

    
157
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
158
        }
159
      else             // parallel projection
160
        {
161
        float left   = -mWidth/2.0f;
162
        float right  = +mWidth/2.0f;
163
        float bottom = -mHeight/2.0f;
164
        float top    = +mHeight/2.0f;
165
        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
166
        mDistance    = mWidth+mHeight;
167
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
168

    
169
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
170
        }
171
      }
172
    }
173

    
174
///////////////////////////////////////////////////////////////////////////////////////////////////
175

    
176
  private static void createPostprocessingBuffers(int width, int height, float near)
177
    {
178
    float mipmap=1.0f;
179

    
180
    for (int j=0; j<EffectQuality.LENGTH; j++)
181
      {
182
      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
183
      mBuffer[j].mMipmap = mipmap;
184
      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
185
      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
186

    
187
      mipmap *= EffectQuality.MULTIPLIER;
188
      }
189

    
190
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
191

    
192
    GLES31.glStencilMask(0xff);
193
    GLES31.glDepthMask(true);
194
    GLES31.glColorMask(true, true, true, true);
195
    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
196
    GLES31.glClearDepthf(1.0f);
197
    GLES31.glClearStencil(0);
198

    
199
    for (int j=0; j<EffectQuality.LENGTH; j++)
200
      {
201
      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
202
        {
203
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
204
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
205
        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
206
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
207
        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
208
        }
209
      }
210

    
211
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
212
    }
213

    
214
///////////////////////////////////////////////////////////////////////////////////////////////////
215

    
216
  static synchronized void onDestroy()
217
    {
218
    for(int j=0; j<EffectQuality.LENGTH; j++)
219
      {
220
      mBuffer[j] = null;
221
      }
222
    }
223

    
224
///////////////////////////////////////////////////////////////////////////////////////////////////
225
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
226
// set of them) so before we use them for output, we need to adjust the Viewport as if they were
227
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
228
// adjust the texture coords - see the get{Width|Height}Correction functions.
229

    
230
  private static void clonePostprocessingViewport(DistortedOutputSurface from)
231
    {
232
    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
233
      {
234
      DistortedOutputSurface surface;
235

    
236
      for(int i=0; i<EffectQuality.LENGTH; i++)
237
        {
238
        surface = mBuffer[i];
239

    
240
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
241
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
242

    
243
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
244

    
245
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
246

    
247
        surface.createProjection();
248

    
249
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
250
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
251

    
252
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
253
          {
254
          surface.mRealWidth = maxw;
255
          surface.mRealHeight = maxh;
256

    
257
          surface.recreate();
258
          surface.create();
259
          }
260
        }
261
      }
262
    }
263

    
264
///////////////////////////////////////////////////////////////////////////////////////////////////
265

    
266
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
267
    {
268
    GLES31.glViewport(0, 0, mWidth, mHeight);
269
    setAsOutputFBO(currTime,fbo);
270
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
271
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
272
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
273
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
274

    
275
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
276
    GLES31.glStencilMask(0x00);
277

    
278
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
279
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
280
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
281
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
282
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
283

    
284
    // clear buffers
285
    GLES31.glStencilMask(0xff);
286
    GLES31.glDepthMask(true);
287
    GLES31.glColorMask(true,true,true,true);
288
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
289
    GLES31.glClearDepthf(1.0f);
290
    GLES31.glClearStencil(0);
291

    
292
    buffer.setAsOutputFBO(fbo);
293
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
294
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
295
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
296
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
297

    
298
    return 1;
299
    }
300

    
301
///////////////////////////////////////////////////////////////////////////////////////////////////
302

    
303
  void clear()
304
    {
305
    DistortedRenderState.colorDepthStencilOn();
306
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
307
    GLES31.glClearDepthf(mClearDepth);
308
    GLES31.glClearStencil(mClearStencil);
309
    GLES31.glClear(mClear);
310
    DistortedRenderState.colorDepthStencilRestore();
311
    }
312

    
313
///////////////////////////////////////////////////////////////////////////////////////////////////
314
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
315
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
316
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
317

    
318
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
319
    {
320
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
321
    DistortedNode child1, child2;
322
    EffectQueuePostprocess lastQueue=null, currQueue;
323
    long lastBucket=0, currBucket;
324

    
325
    for(int i=0; i<numChildren; i++)
326
      {
327
      child1 = children.get(i);
328
      currQueue = child1.getPostprocessQueue();
329
      currBucket= currQueue.getID();
330

    
331
      if( currBucket==0 )
332
        {
333
        setAsOutputFBO(time,fbo);
334
        numRenders += child1.draw(time,this);
335
        }
336
      else
337
        {
338
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
339

    
340
        if( lastBucket!=currBucket )
341
          {
342
          if( lastBucket==0 )
343
            {
344
            clonePostprocessingViewport(this);
345
            }
346
          else
347
            {
348
            for(int j=bucketChange; j<i; j++)
349
              {
350
              child2 = children.get(j);
351
              mBuffer[internalQuality].setAsOutputFBO(fbo);
352
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
353
              }
354

    
355
            numRenders += lastQueue.postprocess(mBuffer,fbo);
356
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
357
            mBuffer[quality].clearBuffer(time,fbo);
358
            }
359

    
360
          internalQuality = currQueue.getInternalQuality();
361
          quality         = currQueue.getQuality();
362
          bucketChange    = i;
363
          }
364

    
365
        mBuffer[quality].setAsOutputFBO(time,fbo);
366
        child1.drawNoBlend(time,mBuffer[quality]);
367

    
368
        if( i==numChildren-1 )
369
          {
370
          for(int j=bucketChange; j<numChildren; j++)
371
            {
372
            child2 = children.get(j);
373
            mBuffer[internalQuality].setAsOutputFBO(fbo);
374
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
375
            }
376

    
377
          numRenders += currQueue.postprocess(mBuffer,fbo);
378
          numRenders += blitWithDepth(time, mBuffer[quality],fbo);
379
          }
380
        } // end else (postprocessed child)
381

    
382
      lastQueue = currQueue;
383
      lastBucket= currBucket;
384
      } // end main for loop
385

    
386
    return numRenders;
387
    }
388

    
389
///////////////////////////////////////////////////////////////////////////////////////////////////
390

    
391
  ArrayList<DistortedNode> getChildren()
392
    {
393
    return mChildren;
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397
/**
398
 * Not part of the Public API.
399
 *
400
 * @y.exclude
401
 */
402
  public float getWidthCorrection()
403
    {
404
    return (float)mWidth/mRealWidth;
405
    }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
/**
409
 * Not part of the Public API.
410
 *
411
 * @y.exclude
412
 */
413
  public float getHeightCorrection()
414
    {
415
    return (float)mHeight/mRealHeight;
416
    }
417

    
418
///////////////////////////////////////////////////////////////////////////////////////////////////
419

    
420
  private void clearBuffer(long time,int fbo)
421
    {
422
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
423

    
424
    mTime[fbo] = time;    // have to do this otherwise on the next setAsOutput() we would clear
425
    DistortedRenderState.colorDepthStencilOn();
426
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
427
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
428
    DistortedRenderState.colorDepthStencilRestore();
429
    }
430

    
431
///////////////////////////////////////////////////////////////////////////////////////////////////
432

    
433
  private void setAsOutputFBO(long time, int fbo)
434
    {
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
      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
      }
467
    }
468

    
469
///////////////////////////////////////////////////////////////////////////////////////////////////
470
// PUBLIC API
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472
/**
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

    
485
///////////////////////////////////////////////////////////////////////////////////////////////////
486
/**
487
 * Draws all the attached children to this OutputSurface.
488
 * <p>
489
 * Must be called from a thread holding OpenGL Context.
490
 *
491
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
492
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
493
 * @return Number of objects rendered.
494
 */
495
  public int render(long time, int fbo)
496
    {
497
    // change tree topology (attach and detach children)
498
/*
499
    boolean changed1 =
500
*/
501
    DistortedMaster.toDo();
502
/*
503
    if( changed1 )
504
      {
505
      for(int i=0; i<mNumChildren; i++)
506
        {
507
        mChildren.get(i).debug(0);
508
        }
509

    
510
      DistortedNode.debugMap();
511
      }
512
*/
513
    // 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
/*
519
    boolean changed2 =
520
*/
521
    toDo();
522
/*
523
    if( changed2 )
524
      {
525
      DistortedObject.debugLists();
526
      }
527
*/
528
    // mark OpenGL state as unknown
529
    DistortedRenderState.reset();
530

    
531
    int numRenders=0;
532

    
533
    for(int i=0; i<mNumChildren; i++)
534
      {
535
      numRenders += mChildren.get(i).renderRecursive(time);
536
      }
537

    
538
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
539

    
540
    return numRenders;
541
    }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544
/**
545
 * Bind this Surface as a Framebuffer we can render to.
546
 *
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
 */
552
  public void setAsOutput(long time)
553
    {
554
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
555

    
556
    if( mTime[0]!=time )
557
      {
558
      mTime[0] = time;
559
      clear();
560
      }
561
    }
562

    
563
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
572
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
610
/**
611
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
612
 * this Surface at the beginning of each frame.
613
 *
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
 * 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
 *
632
 * @param d the Depth. Default: 1.0f
633
 */
634
  public void glClearDepthf(float d)
635
    {
636
    mClearDepth = d;
637
    }
638

    
639
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
667
/**
668
 * Create new Projection matrix.
669
 *
670
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
671
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
672
 * @param near Distance between the screen plane and the near plane.
673
 *             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
 */
676
  public void setProjection(float fov, float near)
677
    {
678
    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

    
696
    if( mBuffer!=null )
697
      {
698
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
699
      }
700

    
701
    createProjection();
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Resize the underlying Framebuffer.
707
 * <p>
708
 * This method can be safely called mid-render as it doesn't interfere with rendering.
709
 *
710
 * @param width The new width.
711
 * @param height The new height.
712
 */
713
  public void resize(int width, int height)
714
    {
715
    if( mWidth!=width || mHeight!=height )
716
      {
717
      mWidth = mRealWidth = width;
718
      mHeight= mRealHeight= height;
719

    
720
      createProjection();
721

    
722
      if( mColorCreated==CREATED )
723
        {
724
        markForCreation();
725
        recreate();
726
        }
727
      }
728
    }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731
/**
732
 * Return true if the Surface contains a DEPTH attachment.
733
 *
734
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
735
 */
736
  public boolean hasDepth()
737
    {
738
    return mDepthStencilCreated==CREATED;
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Return true if the Surface contains a STENCIL attachment.
744
 *
745
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
746
 */
747
  public boolean hasStencil()
748
    {
749
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
750
    }
751

    
752
///////////////////////////////////////////////////////////////////////////////////////////////////
753
/**
754
 * Adds a new child to the last position in the list of our Surface's children.
755
 * <p>
756
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
757
 * DistortedMaster (by calling doWork())
758
 *
759
 * @param node The new Node to add.
760
 */
761
  public void attach(DistortedNode node)
762
    {
763
    mJobs.add(new Job(ATTACH,node));
764
    DistortedMaster.newSlave(this);
765
    }
766

    
767
///////////////////////////////////////////////////////////////////////////////////////////////////
768
/**
769
 * Adds a new child to the last position in the list of our Surface's children.
770
 * <p>
771
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
772
 * DistortedMaster (by calling doWork())
773
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
780
    {
781
    DistortedNode node = new DistortedNode(surface,effects,mesh);
782
    mJobs.add(new Job(ATTACH,node));
783
    DistortedMaster.newSlave(this);
784
    return node;
785
    }
786

    
787
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
796
 *
797
 * @param effects DistortedEffects to remove.
798
 */
799
  public void detach(DistortedEffects effects)
800
    {
801
    long id = effects.getID();
802
    DistortedNode node;
803
    boolean detached = false;
804

    
805
    for(int i=0; i<mNumChildren; i++)
806
      {
807
      node = mChildren.get(i);
808

    
809
      if( node.getEffects().getID()==id )
810
        {
811
        detached = true;
812
        mJobs.add(new Job(DETACH,node));
813
        DistortedMaster.newSlave(this);
814
        break;
815
        }
816
      }
817

    
818
    if( !detached )
819
      {
820
      // if we failed to detach any, it still might be the case that
821
      // 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
      }
836
    }
837

    
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * Removes the first occurrence of a specified child from the list of children of our Surface.
841
 * <p>
842
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
843
 * DistortedMaster (by calling doWork())
844
 *
845
 * @param node The Node to remove.
846
 */
847
  public void detach(DistortedNode node)
848
    {
849
    mJobs.add(new Job(DETACH,node));
850
    DistortedMaster.newSlave(this);
851
    }
852

    
853
///////////////////////////////////////////////////////////////////////////////////////////////////
854
/**
855
 * Removes all children Nodes.
856
 * <p>
857
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
858
 * DistortedMaster (by calling doWork())
859
 */
860
  public void detachAll()
861
    {
862
    mJobs.add(new Job(DETALL,null));
863
    DistortedMaster.newSlave(this);
864
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
870
 * Java has no multiple inheritance.
871
 *
872
 * @y.exclude
873
 */
874
  public void doWork()
875
    {
876
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
886
                     job.node.setSurfaceParent(this);
887
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
888
                     mNumChildren++;
889
                     break;
890
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
891
                       {
892
                       job.node.setSurfaceParent(null);
893
                       mNumChildren--;
894
                       }
895
                     break;
896
        case DETALL: if( mNumChildren>0 )
897
                       {
898
                       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
                       mNumChildren = 0;
907
                       }
908
                     break;
909
        case SORT  : mChildren.remove(job.node);
910
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
911
                     break;
912
        }
913
      }
914
    }
915
}
(8-8/21)