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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 9e771d06

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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 boolean mRenderWayOIT;
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedFramebuffer[] mBuffer=null;
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  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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  int mCurrFBO;     // internal current FBO (see Distorted.FBO_QUEUE_SIZE)
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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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    mRenderWayOIT = false;
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    mCurrFBO      = 0;
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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 DistortedFramebuffer[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(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    if( mBuffer!=null )
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      {
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      for (int j = 0; j < EffectQuality.LENGTH; j++)
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        {
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        mBuffer[j] = null;
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        }
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      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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259
        surface.createProjection();
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261
        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)
265
          {
266
          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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269
          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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278
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
279
    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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290
    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
297
    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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304
    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
308
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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310
    return 1;
311
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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315
  private static void oitClear(DistortedOutputSurface buffer)
316
    {
317
    int counter = DistortedEffects.zeroOutAtomic();
318
    DistortedEffects.oitClear(buffer,counter);
319
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
320
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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324
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
325
    {
326
    GLES31.glViewport(0, 0, mWidth, mHeight);
327
    setAsOutput(time);
328
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
329
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
330
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
331
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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333
    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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336
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
338
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
339
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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342
    DistortedRenderState.colorDepthStencilRestore();
343
    DistortedRenderState.restoreDepthTest();
344

    
345
    return 1;
346
    }
347

    
348
///////////////////////////////////////////////////////////////////////////////////////////////////
349
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
350

    
351
  private int oitRender(long currTime, int fbo)
352
    {
353
    float corrW = getWidthCorrection();
354
    float corrH = getHeightCorrection();
355

    
356
    // Do the Collapse Pass only if we do have a Depth attachment.
357
    // Otherwise there's no point (in fact we then would create a feedback loop!)
358

    
359
    if( mDepthStencilH[fbo] != 0 )
360
      {
361
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
362
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
363
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
364
      DistortedRenderState.switchOffColorDepthStencil();
365
      DistortedEffects.oitCollapse(this, corrW, corrH);
366
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
367
      }
368

    
369
    setAsOutput(currTime);
370
    DistortedRenderState.switchColorDepthOnStencilOff();
371
    DistortedEffects.oitRender(this, corrW, corrH);
372
    DistortedRenderState.restoreColorDepthStencil();
373

    
374
    return 1;
375
    }
376

    
377
///////////////////////////////////////////////////////////////////////////////////////////////////
378

    
379
  void clear()
380
    {
381
    DistortedRenderState.colorDepthStencilOn();
382
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
383
    GLES31.glClearDepthf(mClearDepth);
384
    GLES31.glClearStencil(mClearStencil);
385
    GLES31.glClear(mClear);
386
    DistortedRenderState.colorDepthStencilRestore();
387
    }
388

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

    
391
  void setCurrFBO(int fbo)
392
    {
393
    mCurrFBO = fbo;
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
398
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
399
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
400

    
401
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
402
    {
403
    int quality=0, numRenders=0, bucketChange=0;
404
    DistortedNode child;
405
    EffectQueuePostprocess lastQueue=null, currQueue;
406
    long lastBucket=0, currBucket;
407
    boolean renderDirectly=false;
408

    
409
    setCurrFBO(fbo);
410

    
411
    if( mBuffer!=null )
412
      {
413
      for (int i=0; i<EffectQuality.LENGTH; i++) mBuffer[i].setCurrFBO(fbo);
414
      }
415

    
416
    if( oit && numChildren>0 )
417
      {
418
      oitClear(this);
419
      }
420

    
421
    for(int i=0; i<numChildren; i++)
422
      {
423
      child = children.get(i);
424
      currQueue = child.getPostprocessQueue();
425
      currBucket= currQueue.getID();
426

    
427
      if( currBucket==0 )
428
        {
429
        setAsOutput(time);
430

    
431
        if( oit )
432
          {
433
          numRenders += child.drawOIT(time, this);
434
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
435
          }
436
        else
437
          {
438
          numRenders += child.draw(time, this);
439
          }
440
        }
441
      else
442
        {
443
        if( mBuffer==null )
444
          {
445
          createPostprocessingBuffers(mWidth,mHeight,mNear);
446
          for (int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].setCurrFBO(fbo);
447
          }
448

    
449
        if( lastBucket!=currBucket )
450
          {
451
          if( lastBucket==0 )
452
            {
453
            clonePostprocessingViewport(this);
454
            }
455
          else
456
            {
457
            for(int j=bucketChange; j<i; j++) numRenders += lastQueue.preprocess( mBuffer[quality],children.get(j) );
458
            numRenders += lastQueue.postprocess(mBuffer[quality]);
459

    
460
            if( oit )
461
              {
462
              numRenders += oitBuild(time, mBuffer[quality], fbo);
463
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
464
              }
465
            else
466
              {
467
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
468
              }
469
            mBuffer[quality].clearBuffer(fbo);
470
            }
471

    
472
          quality= currQueue.getQuality();
473
          bucketChange= i;
474
          renderDirectly = currQueue.getRender();
475
          }
476

    
477
        if( renderDirectly )
478
          {
479
          setAsOutput(time);
480

    
481
          if( oit )
482
            {
483
            numRenders += child.drawOIT(time, this);
484
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
485
            }
486
          else
487
            {
488
            numRenders += child.draw(time, this);
489
            }
490
          }
491
        else
492
          {
493
          mBuffer[quality].setAsOutput(time);
494
          child.drawNoBlend(time, mBuffer[quality]);
495
          }
496

    
497
        if( i==numChildren-1 )
498
          {
499
          for(int j=bucketChange; j<numChildren; j++) numRenders += currQueue.preprocess( mBuffer[quality],children.get(j) );
500
          numRenders += currQueue.postprocess(mBuffer[quality]);
501

    
502
          if( oit )
503
            {
504
            numRenders += oitBuild(time, mBuffer[quality], fbo);
505
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
506
            mBuffer[quality].clearBuffer(fbo);
507
            }
508
          else
509
            {
510
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
511
            }
512
          }
513
        } // end else (postprocessed child)
514

    
515
      lastQueue = currQueue;
516
      lastBucket= currBucket;
517
      } // end main for loop
518

    
519
    if( oit && numChildren>0 )
520
      {
521
      numRenders += oitRender(time, fbo);  // merge the OIT linked list
522
      }
523

    
524
    return numRenders;
525
    }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528

    
529
  ArrayList<DistortedNode> getChildren()
530
    {
531
    return mChildren;
532
    }
533

    
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
/**
536
 * Not part of the Public API.
537
 *
538
 * @y.exclude
539
 */
540
  public float getWidthCorrection()
541
    {
542
    return (float)mWidth/mRealWidth;
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547
 * Not part of the Public API.
548
 *
549
 * @y.exclude
550
 */
551
  public float getHeightCorrection()
552
    {
553
    return (float)mHeight/mRealHeight;
554
    }
555

    
556
///////////////////////////////////////////////////////////////////////////////////////////////////
557

    
558
  void clearBuffer(int fbo)
559
    {
560
    DistortedRenderState.colorDepthStencilOn();
561

    
562
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
563
    GLES31.glClearDepthf(mClearDepth);
564
    GLES31.glClearStencil(mClearStencil);
565

    
566
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
567
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
568
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
569
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
570
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
571

    
572
    DistortedRenderState.colorDepthStencilRestore();
573
    }
574

    
575
///////////////////////////////////////////////////////////////////////////////////////////////////
576
// PUBLIC API
577
///////////////////////////////////////////////////////////////////////////////////////////////////
578
/**
579
 * Draws all the attached children to this OutputSurface's 0th FBO.
580
 * <p>
581
 * Must be called from a thread holding OpenGL Context.
582
 *
583
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
584
 * @return Number of objects rendered.
585
 */
586
  public int render(long time)
587
    {
588
    return render(time,0);
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593
 * Draws all the attached children to this OutputSurface.
594
 * <p>
595
 * Must be called from a thread holding OpenGL Context.
596
 *
597
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
598
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
599
 * @return Number of objects rendered.
600
 */
601
  public int render(long time, int fbo)
602
    {
603
    // change tree topology (attach and detach children)
604
/*
605
    boolean changed1 =
606
*/
607
    DistortedMaster.toDo();
608
/*
609
    if( changed1 )
610
      {
611
      for(int i=0; i<mNumChildren; i++)
612
        {
613
        mChildren.get(i).debug(0);
614
        }
615

    
616
      DistortedNode.debugMap();
617
      }
618
*/
619
    // create and delete all underlying OpenGL resources
620
    // Watch out: FIRST change topology, only then deal
621
    // with OpenGL resources. That's because changing Tree
622
    // can result in additional Framebuffers that would need
623
    // to be created immediately, before the calls to drawRecursive()
624
/*
625
    boolean changed2 =
626
*/
627
    toDo();
628
/*
629
    if( changed2 )
630
      {
631
      DistortedObject.debugLists();
632
      }
633
*/
634
    // mark OpenGL state as unknown
635
    DistortedRenderState.reset();
636

    
637
    int numRenders=0;
638

    
639
    for(int i=0; i<mNumChildren; i++)
640
      {
641
      numRenders += mChildren.get(i).renderRecursive(time);
642
      }
643

    
644
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
645

    
646
    return numRenders;
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650
/**
651
 * Bind this Surface as a Framebuffer we can render to.
652
 *
653
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
654
 *             out if this is the first time during present frame that this FBO is being set as output.
655
 *             If so, the library, in addition to binding the Surface for output, also clears the
656
 *             Surface's color and depth attachments.
657
 */
658
  public void setAsOutput(long time)
659
    {
660
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
661

    
662
    if( mTime[mCurrFBO]!=time )
663
      {
664
      mTime[mCurrFBO] = time;
665
      clear();
666
      }
667
    }
668

    
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670
/**
671
 * Bind this Surface as a Framebuffer we can render to.
672
 * <p>
673
 * This version does not attempt to clear anything.
674
 */
675
  public void setAsOutput()
676
    {
677
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Return the Near plane of the Projection included in the Surface.
683
 *
684
 * @return the Near plane.
685
 */
686
  public float getNear()
687
    {
688
    return mNear;
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Set mipmap level.
694
 * <p>
695
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
696
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
697
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
698
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
699
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
700
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
701
 * <p>
702
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
703
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
704
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
705
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
706
 *
707
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
708
 *               does not make any sense (that would result in loss of speed and no gain in quality)
709
 */
710
  public void setMipmap(float mipmap)
711
    {
712
    mMipmap = mipmap;
713
    }
714

    
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
/**
717
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
718
 * this Surface at the beginning of each frame.
719
 *
720
 * @param r the Red component. Default: 0.0f
721
 * @param g the Green component. Default: 0.0f
722
 * @param b the Blue component. Default: 0.0f
723
 * @param a the Alpha component. Default: 0.0f
724
 */
725
  public void glClearColor(float r, float g, float b, float a)
726
    {
727
    mClearR = r;
728
    mClearG = g;
729
    mClearB = b;
730
    mClearA = a;
731
    }
732

    
733
///////////////////////////////////////////////////////////////////////////////////////////////////
734
/**
735
 * Uses glClearDepthf() to set up a value with which to clear
736
 * the Depth buffer of our Surface at the beginning of each frame.
737
 *
738
 * @param d the Depth. Default: 1.0f
739
 */
740
  public void glClearDepthf(float d)
741
    {
742
    mClearDepth = d;
743
    }
744

    
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746
/**
747
 * Uses glClearStencil() to set up a value with which to clear the
748
 * Stencil buffer of our Surface at the beginning of each frame.
749
 *
750
 * @param s the Stencil. Default: 0
751
 */
752
  public void glClearStencil(int s)
753
    {
754
    mClearStencil = s;
755
    }
756

    
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758
/**
759
 * Which buffers to Clear at the beginning of each frame?
760
 * <p>
761
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
762
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
763
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
764
 *
765
 * @param mask bitwise OR of BUFFER_BITs to clear.
766
 */
767
  public void glClear(int mask)
768
    {
769
    mClear = mask;
770
    }
771

    
772
///////////////////////////////////////////////////////////////////////////////////////////////////
773
/**
774
 * Create new Projection matrix.
775
 *
776
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
777
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
778
 * @param near Distance between the screen plane and the near plane.
779
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
780
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
781
 */
782
  public void setProjection(float fov, float near)
783
    {
784
    if( fov < 180.0f && fov >=0.0f )
785
      {
786
      mFOV = fov;
787
      }
788

    
789
    if( near<   1.0f && near> 0.0f )
790
      {
791
      mNear= near;
792
      }
793
    else if( near<=0.0f )
794
      {
795
      mNear = 0.01f;
796
      }
797
    else if( near>=1.0f )
798
      {
799
      mNear=0.99f;
800
      }
801

    
802
    if( mBuffer!=null )
803
      {
804
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
805
      }
806

    
807
    createProjection();
808
    }
809

    
810
///////////////////////////////////////////////////////////////////////////////////////////////////
811
/**
812
 * Resize the underlying Framebuffer.
813
 * <p>
814
 * This method can be safely called mid-render as it doesn't interfere with rendering.
815
 *
816
 * @param width The new width.
817
 * @param height The new height.
818
 */
819
  public void resize(int width, int height)
820
    {
821
    if( mWidth!=width || mHeight!=height )
822
      {
823
      mWidth = mRealWidth = width;
824
      mHeight= mRealHeight= height;
825

    
826
      createProjection();
827

    
828
      if( mColorCreated==CREATED )
829
        {
830
        markForCreation();
831
        recreate();
832
        }
833
      }
834
    }
835

    
836
///////////////////////////////////////////////////////////////////////////////////////////////////
837
/**
838
 * Return true if the Surface contains a DEPTH attachment.
839
 *
840
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
841
 */
842
  public boolean hasDepth()
843
    {
844
    return mDepthStencilCreated==CREATED;
845
    }
846

    
847
///////////////////////////////////////////////////////////////////////////////////////////////////
848
/**
849
 * Return true if the Surface contains a STENCIL attachment.
850
 *
851
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
852
 */
853
  public boolean hasStencil()
854
    {
855
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
856
    }
857

    
858
///////////////////////////////////////////////////////////////////////////////////////////////////
859
/**
860
 * When rendering this Node, should we use the Order Independent Transparency render more?
861
 * <p>
862
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
863
 * fragments in different ways depending on which fragments get rendered first, or the slower
864
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
865
 *
866
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
867
 */
868
  public void setOrderIndependentTransparency(boolean oit)
869
    {
870
    mRenderWayOIT = oit;
871
    }
872

    
873
///////////////////////////////////////////////////////////////////////////////////////////////////
874
/**
875
 * When rendering this Node, should we use the Order Independent Transparency render more?
876
 * <p>
877
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
878
 * fragments in different ways depending on which fragments get rendered first, or the slower
879
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
880
 *
881
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
882
 * @param initialSize Initial number of transparent fragments we expect, in screenfuls.
883
 *                    I.e '1.0' means 'the scene we are going to render contains about 1 screen
884
 *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
885
 *                    Even if you get this wrong, the library will detect that there are more
886
 *                    transparent fragments than it has space for and readjust its internal buffers,
887
 *                    but only after a few frames during which one will probably see missing objects.
888
 */
889
public void setOrderIndependentTransparency(boolean oit, float initialSize)
890
  {
891
  mRenderWayOIT = oit;
892

    
893
  if( initialSize>0.0f && initialSize<10.0f )
894
    DistortedEffects.setSSBOSize(initialSize);
895
  }
896

    
897
///////////////////////////////////////////////////////////////////////////////////////////////////
898
/**
899
 * Adds a new child to the last position in the list of our Surface's children.
900
 * <p>
901
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
902
 * DistortedMaster (by calling doWork())
903
 *
904
 * @param node The new Node to add.
905
 */
906
  public void attach(DistortedNode node)
907
    {
908
    mJobs.add(new Job(ATTACH,node));
909
    DistortedMaster.newSlave(this);
910
    }
911

    
912
///////////////////////////////////////////////////////////////////////////////////////////////////
913
/**
914
 * Adds a new child to the last position in the list of our Surface's children.
915
 * <p>
916
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
917
 * DistortedMaster (by calling doWork())
918
 *
919
 * @param surface InputSurface to initialize our child Node with.
920
 * @param effects DistortedEffects to initialize our child Node with.
921
 * @param mesh MeshObject to initialize our child Node with.
922
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
923
 */
924
  public DistortedNode attach(DistortedSurface surface, DistortedEffects effects, MeshObject mesh)
925
    {
926
    DistortedNode node = new DistortedNode(surface,effects,mesh);
927
    mJobs.add(new Job(ATTACH,node));
928
    DistortedMaster.newSlave(this);
929
    return node;
930
    }
931

    
932
///////////////////////////////////////////////////////////////////////////////////////////////////
933
/**
934
 * Removes the first occurrence of a specified child from the list of children of our Surface.
935
 * <p>
936
 * A bit questionable method as there can be many different Nodes attached as children, some
937
 * of them having the same Effects but - for instance - different Mesh. Use with care.
938
 * <p>
939
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
940
 * DistortedMaster (by calling doWork())
941
 *
942
 * @param effects DistortedEffects to remove.
943
 */
944
  public void detach(DistortedEffects effects)
945
    {
946
    long id = effects.getID();
947
    DistortedNode node;
948
    boolean detached = false;
949

    
950
    for(int i=0; i<mNumChildren; i++)
951
      {
952
      node = mChildren.get(i);
953

    
954
      if( node.getEffects().getID()==id )
955
        {
956
        detached = true;
957
        mJobs.add(new Job(DETACH,node));
958
        DistortedMaster.newSlave(this);
959
        break;
960
        }
961
      }
962

    
963
    if( !detached )
964
      {
965
      // if we failed to detach any, it still might be the case that
966
      // there's an ATTACH job that we need to cancel.
967
      int num = mJobs.size();
968
      Job job;
969

    
970
      for(int i=0; i<num; i++)
971
        {
972
        job = mJobs.get(i);
973

    
974
        if( job.type==ATTACH && job.node.getEffects()==effects )
975
          {
976
          mJobs.remove(i);
977
          break;
978
          }
979
        }
980
      }
981
    }
982

    
983
///////////////////////////////////////////////////////////////////////////////////////////////////
984
/**
985
 * Removes the first occurrence of a specified child from the list of children of our Surface.
986
 * <p>
987
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
988
 * DistortedMaster (by calling doWork())
989
 *
990
 * @param node The Node to remove.
991
 */
992
  public void detach(DistortedNode node)
993
    {
994
    mJobs.add(new Job(DETACH,node));
995
    DistortedMaster.newSlave(this);
996
    }
997

    
998
///////////////////////////////////////////////////////////////////////////////////////////////////
999
/**
1000
 * Removes all children Nodes.
1001
 * <p>
1002
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
1003
 * DistortedMaster (by calling doWork())
1004
 */
1005
  public void detachAll()
1006
    {
1007
    mJobs.add(new Job(DETALL,null));
1008
    DistortedMaster.newSlave(this);
1009
    }
1010

    
1011
///////////////////////////////////////////////////////////////////////////////////////////////////
1012
/**
1013
 * This is not really part of the public API. Has to be public only because it is a part of the
1014
 * DistortedSlave interface, which should really be a class that we extend here instead but
1015
 * Java has no multiple inheritance.
1016
 *
1017
 * @y.exclude
1018
 */
1019
  public void doWork()
1020
    {
1021
    int num = mJobs.size();
1022
    Job job;
1023

    
1024
    for(int i=0; i<num; i++)
1025
      {
1026
      job = mJobs.remove(0);
1027

    
1028
      switch(job.type)
1029
        {
1030
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1031
                     job.node.setSurfaceParent(this);
1032
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1033
                     mNumChildren++;
1034
                     break;
1035
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1036
                       {
1037
                       job.node.setSurfaceParent(null);
1038
                       mNumChildren--;
1039
                       }
1040
                     break;
1041
        case DETALL: if( mNumChildren>0 )
1042
                       {
1043
                       DistortedNode tmp;
1044

    
1045
                       for(int j=mNumChildren-1; j>=0; j--)
1046
                         {
1047
                         tmp = mChildren.remove(j);
1048
                         tmp.setSurfaceParent(null);
1049
                         }
1050

    
1051
                       mNumChildren = 0;
1052
                       }
1053
                     break;
1054
        case SORT  : mChildren.remove(job.node);
1055
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1056
                     break;
1057
        }
1058
      }
1059
    }
1060
}
(7-7/20)