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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 9d845904

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