Project

General

Profile

Download (29.4 KB) Statistics
| Branch: | Revision:

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

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 = null;
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
    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
179
    float mipmap=1.0f;
180

    
181
    for(int j=0; j<EffectQuality.LENGTH; j++)
182
      {
183
      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
184
      mBuffer[j].mMipmap = mipmap;
185
      mBuffer[j].mNear   = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
186
      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
187

    
188
      mipmap *= EffectQuality.MULTIPLIER;
189
      }
190

    
191
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
192

    
193
    GLES31.glStencilMask(0xff);
194
    GLES31.glDepthMask(true);
195
    GLES31.glColorMask(true,true,true,true);
196
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
197
    GLES31.glClearDepthf(1.0f);
198
    GLES31.glClearStencil(0);
199

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

    
210
///////////////////////////////////////////////////////////////////////////////////////////////////
211

    
212
  static synchronized void onDestroy()
213
    {
214
    if( mBuffer!=null )
215
      {
216
      for (int i=0; i<EffectQuality.LENGTH; i++)
217
        {
218
        mBuffer[i] = null;
219
        }
220

    
221
      mBuffer = null;
222
      }
223
    }
224

    
225
///////////////////////////////////////////////////////////////////////////////////////////////////
226
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
227
// set of them) so before we use them for output, we need to adjust the Viewport as if they were
228
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
229
// adjust the texture coords - see the get{Width|Height}Correction functions.
230

    
231
  private static void clonePostprocessingViewport(DistortedOutputSurface from)
232
    {
233
    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
234
      {
235
      DistortedOutputSurface surface;
236

    
237
      for(int i=0; i<EffectQuality.LENGTH; i++)
238
        {
239
        surface = mBuffer[i];
240

    
241
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
242
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
243

    
244
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
245

    
246
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
247

    
248
        surface.createProjection();
249

    
250
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
251
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
252

    
253
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
254
          {
255
          surface.mRealWidth = maxw;
256
          surface.mRealHeight = maxh;
257

    
258
          surface.recreate();
259
          surface.create();
260
          }
261
        }
262
      }
263
    }
264

    
265
///////////////////////////////////////////////////////////////////////////////////////////////////
266

    
267
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
268
    {
269
    GLES31.glViewport(0, 0, mWidth, mHeight);
270
    setAsOutput(currTime,fbo);
271
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
272
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
273
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
274
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
275

    
276
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
277
    GLES31.glStencilMask(0x00);
278

    
279
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
280
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
281
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
282
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
283
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
284

    
285
    // clear buffers
286
    GLES31.glStencilMask(0xff);
287
    GLES31.glDepthMask(true);
288
    GLES31.glColorMask(true,true,true,true);
289
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
290
    GLES31.glClearDepthf(1.0f);
291
    GLES31.glClearStencil(0);
292

    
293
    buffer.setAsOutput();
294
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
295
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
296
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
297
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
298

    
299
    return 1;
300
    }
301

    
302
///////////////////////////////////////////////////////////////////////////////////////////////////
303

    
304
  void clear()
305
    {
306
    DistortedRenderState.colorDepthStencilOn();
307
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
308
    GLES31.glClearDepthf(mClearDepth);
309
    GLES31.glClearStencil(mClearStencil);
310
    GLES31.glClear(mClear);
311
    DistortedRenderState.colorDepthStencilRestore();
312
    }
313

    
314
///////////////////////////////////////////////////////////////////////////////////////////////////
315
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
316
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
317
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
318

    
319
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
320
    {
321
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
322
    DistortedNode child1, child2;
323
    EffectQueuePostprocess lastQueue=null, currQueue;
324
    long lastBucket=0, currBucket;
325

    
326
    for(int i=0; i<numChildren; i++)
327
      {
328
      child1 = children.get(i);
329
      currQueue = child1.getPostprocessQueue();
330
      currBucket= currQueue.getID();
331

    
332
      if( currBucket==0 )
333
        {
334
        setAsOutput(time,fbo);
335
        numRenders += child1.draw(time,this);
336
        }
337
      else
338
        {
339
        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
340

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

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

    
358
            mBuffer[quality].setAsOutputAndClear(time);
359
            }
360

    
361
          internalQuality = currQueue.getInternalQuality();
362
          quality         = currQueue.getQuality();
363
          bucketChange    = i;
364
          }
365

    
366
        mBuffer[quality].setAsOutput(time);
367
        child1.drawNoBlend(time,mBuffer[quality]);
368

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

    
377
          numRenders += currQueue.postprocess(mBuffer);
378
          numRenders += blitWithDepth(time, mBuffer[quality],fbo);
379
          }
380
        } // end postprocessed child case
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
 * Bind this Surface as a Framebuffer we can render to; always clear it's color bit.
421
 *
422
 * Useful for drawing to the postprocessing buffer, which must sometimes be cleared multiple times
423
 * per frame.
424
 */
425

    
426
  private void setAsOutputAndClear(long time)
427
    {
428
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
429

    
430
    mTime[0] = time;    // have to do this otherwise on the next setAsOutput() we would clear
431
    DistortedRenderState.colorDepthStencilOn();
432
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
433
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
434
    DistortedRenderState.colorDepthStencilRestore();
435
    }
436

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438

    
439
  private void setAsOutput(long time, int fbo)
440
    {
441
    if( fbo>=0 && fbo<mNumFBOs )
442
      {
443
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
444

    
445
      if (mTime[fbo] != time)
446
        {
447
        mTime[fbo] = time;
448
        clear();
449
        }
450
      }
451
    else
452
      {
453
      android.util.Log.e("surface", "error in setAsOutput, fbo="+fbo);
454
      }
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
// PUBLIC API
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
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

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474
/**
475
 * Draws all the attached children to this OutputSurface.
476
 * <p>
477
 * Must be called from a thread holding OpenGL Context.
478
 *
479
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
480
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
481
 * @return Number of objects rendered.
482
 */
483
  public int render(long time, int fbo)
484
    {
485
    // change tree topology (attach and detach children)
486
/*
487
    boolean changed1 =
488
*/
489
    DistortedMaster.toDo();
490
/*
491
    if( changed1 )
492
      {
493
      for(int i=0; i<mNumChildren; i++)
494
        {
495
        mChildren.get(i).debug(0);
496
        }
497

    
498
      DistortedNode.debugMap();
499
      }
500
*/
501
    // 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
/*
507
    boolean changed2 =
508
*/
509
    toDo();
510
/*
511
    if( changed2 )
512
      {
513
      DistortedObject.debugLists();
514
      }
515
*/
516
    // mark OpenGL state as unknown
517
    DistortedRenderState.reset();
518

    
519
    int numRenders=0;
520

    
521
    for(int i=0; i<mNumChildren; i++)
522
      {
523
      numRenders += mChildren.get(i).renderRecursive(time);
524
      }
525

    
526
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
527

    
528
    return numRenders;
529
    }
530

    
531
///////////////////////////////////////////////////////////////////////////////////////////////////
532
/**
533
 * Bind this Surface as a Framebuffer we can render to.
534
 *
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
 */
540
  public void setAsOutput(long time)
541
    {
542
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
543

    
544
    if( mTime[0]!=time )
545
      {
546
      mTime[0] = time;
547
      clear();
548
      }
549
    }
550

    
551
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
561
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
599
/**
600
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
601
 * this Surface at the beginning of each frame.
602
 *
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
 * 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
 *
621
 * @param d the Depth. Default: 1.0f
622
 */
623
  public void glClearDepthf(float d)
624
    {
625
    mClearDepth = d;
626
    }
627

    
628
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
656
/**
657
 * Create new Projection matrix.
658
 *
659
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
660
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
661
 * @param near Distance between the screen plane and the near plane.
662
 *             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
 */
665
  public void setProjection(float fov, float near)
666
    {
667
    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

    
685
    if( mBuffer!=null )
686
      {
687
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
688
      }
689

    
690
    createProjection();
691
    }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Resize the underlying Framebuffer.
696
 * <p>
697
 * This method can be safely called mid-render as it doesn't interfere with rendering.
698
 *
699
 * @param width The new width.
700
 * @param height The new height.
701
 */
702
  public void resize(int width, int height)
703
    {
704
    if( mWidth!=width || mHeight!=height )
705
      {
706
      mWidth = mRealWidth = width;
707
      mHeight= mRealHeight= height;
708

    
709
      createProjection();
710

    
711
      if( mColorCreated==CREATED )
712
        {
713
        markForCreation();
714
        recreate();
715
        }
716
      }
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Return true if the Surface contains a DEPTH attachment.
722
 *
723
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
724
 */
725
  public boolean hasDepth()
726
    {
727
    return mDepthStencilCreated==CREATED;
728
    }
729

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

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Adds a new child to the last position in the list of our Surface's children.
744
 * <p>
745
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
746
 * DistortedMaster (by calling doWork())
747
 *
748
 * @param node The new Node to add.
749
 */
750
  public void attach(DistortedNode node)
751
    {
752
    mJobs.add(new Job(ATTACH,node));
753
    DistortedMaster.newSlave(this);
754
    }
755

    
756
///////////////////////////////////////////////////////////////////////////////////////////////////
757
/**
758
 * Adds a new child to the last position in the list of our Surface's children.
759
 * <p>
760
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
761
 * DistortedMaster (by calling doWork())
762
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
769
    {
770
    DistortedNode node = new DistortedNode(surface,effects,mesh);
771
    mJobs.add(new Job(ATTACH,node));
772
    DistortedMaster.newSlave(this);
773
    return node;
774
    }
775

    
776
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
785
 *
786
 * @param effects DistortedEffects to remove.
787
 */
788
  public void detach(DistortedEffects effects)
789
    {
790
    long id = effects.getID();
791
    DistortedNode node;
792
    boolean detached = false;
793

    
794
    for(int i=0; i<mNumChildren; i++)
795
      {
796
      node = mChildren.get(i);
797

    
798
      if( node.getEffects().getID()==id )
799
        {
800
        detached = true;
801
        mJobs.add(new Job(DETACH,node));
802
        DistortedMaster.newSlave(this);
803
        break;
804
        }
805
      }
806

    
807
    if( !detached )
808
      {
809
      // if we failed to detach any, it still might be the case that
810
      // 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
      }
825
    }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
/**
829
 * Removes the first occurrence of a specified child from the list of children of our Surface.
830
 * <p>
831
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
832
 * DistortedMaster (by calling doWork())
833
 *
834
 * @param node The Node to remove.
835
 */
836
  public void detach(DistortedNode node)
837
    {
838
    mJobs.add(new Job(DETACH,node));
839
    DistortedMaster.newSlave(this);
840
    }
841

    
842
///////////////////////////////////////////////////////////////////////////////////////////////////
843
/**
844
 * Removes all children Nodes.
845
 * <p>
846
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
847
 * DistortedMaster (by calling doWork())
848
 */
849
  public void detachAll()
850
    {
851
    mJobs.add(new Job(DETALL,null));
852
    DistortedMaster.newSlave(this);
853
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
859
 * Java has no multiple inheritance.
860
 *
861
 * @y.exclude
862
 */
863
  public void doWork()
864
    {
865
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
875
                     job.node.setSurfaceParent(this);
876
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
877
                     mNumChildren++;
878
                     break;
879
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
880
                       {
881
                       job.node.setSurfaceParent(null);
882
                       mNumChildren--;
883
                       }
884
                     break;
885
        case DETALL: if( mNumChildren>0 )
886
                       {
887
                       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
                       mNumChildren = 0;
896
                       }
897
                     break;
898
        case SORT  : mChildren.remove(job.node);
899
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
900
                     break;
901
        }
902
      }
903
    }
904
}
(8-8/21)