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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ 9e999930

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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252
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
253
          {
254
          surface.mRealWidth = maxw;
255
          surface.mRealHeight = maxh;
256

    
257
          surface.recreate();
258
          surface.create();
259
          }
260
        }
261
      }
262
    }
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264
///////////////////////////////////////////////////////////////////////////////////////////////////
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266
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
267
    {
268
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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275
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
276
    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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284
    // clear buffers
285
    GLES31.glStencilMask(0xff);
286
    GLES31.glDepthMask(true);
287
    GLES31.glColorMask(true,true,true,true);
288
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
289
    GLES31.glClearDepthf(1.0f);
290
    GLES31.glClearStencil(0);
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292
    buffer.setAsOutputFBO(fbo);
293
    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);
296
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
297

    
298
    return 1;
299
    }
300

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

    
303
  void clear()
304
    {
305
    DistortedRenderState.colorDepthStencilOn();
306
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
307
    GLES31.glClearDepthf(mClearDepth);
308
    GLES31.glClearStencil(mClearStencil);
309
    GLES31.glClear(mClear);
310
    DistortedRenderState.colorDepthStencilRestore();
311
    }
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313
///////////////////////////////////////////////////////////////////////////////////////////////////
314
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
315
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
316
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
317

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

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

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

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

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

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

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

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

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

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

    
386
    return numRenders;
387
    }
388

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

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

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

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

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

    
420
  private void clearBuffer(int fbo)
421
    {
422
    DistortedRenderState.colorDepthStencilOn();
423

    
424
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
425
    GLES31.glClearDepthf(mClearDepth);
426
    GLES31.glClearStencil(mClearStencil);
427

    
428
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
429
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
430
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
431
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
432
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
433

    
434
    DistortedRenderState.colorDepthStencilRestore();
435
    }
436

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

    
439
  private void setAsOutputFBO(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 setAsOutput1, fbo="+fbo);
454
      }
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
/**
459
 * Not part of the Public API.
460
 *
461
 * @y.exclude
462
 */
463
  public void setAsOutputFBO(int fbo)
464
    {
465
    if( fbo>=0 && fbo<mNumFBOs )
466
      {
467
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
468
      }
469
    else
470
      {
471
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
472
      }
473
    }
474

    
475
///////////////////////////////////////////////////////////////////////////////////////////////////
476
// PUBLIC API
477
///////////////////////////////////////////////////////////////////////////////////////////////////
478
/**
479
 * Draws all the attached children to this OutputSurface's 0th FBO.
480
 * <p>
481
 * Must be called from a thread holding OpenGL Context.
482
 *
483
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
484
 * @return Number of objects rendered.
485
 */
486
  public int render(long time)
487
    {
488
    return render(time,0);
489
    }
490

    
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492
/**
493
 * Draws all the attached children to this OutputSurface.
494
 * <p>
495
 * Must be called from a thread holding OpenGL Context.
496
 *
497
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
498
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
499
 * @return Number of objects rendered.
500
 */
501
  public int render(long time, int fbo)
502
    {
503
    // change tree topology (attach and detach children)
504
/*
505
    boolean changed1 =
506
*/
507
    DistortedMaster.toDo();
508
/*
509
    if( changed1 )
510
      {
511
      for(int i=0; i<mNumChildren; i++)
512
        {
513
        mChildren.get(i).debug(0);
514
        }
515

    
516
      DistortedNode.debugMap();
517
      }
518
*/
519
    // create and delete all underlying OpenGL resources
520
    // Watch out: FIRST change topology, only then deal
521
    // with OpenGL resources. That's because changing Tree
522
    // can result in additional Framebuffers that would need
523
    // to be created immediately, before the calls to drawRecursive()
524
/*
525
    boolean changed2 =
526
*/
527
    toDo();
528
/*
529
    if( changed2 )
530
      {
531
      DistortedObject.debugLists();
532
      }
533
*/
534
    // mark OpenGL state as unknown
535
    DistortedRenderState.reset();
536

    
537
    int numRenders=0;
538

    
539
    for(int i=0; i<mNumChildren; i++)
540
      {
541
      numRenders += mChildren.get(i).renderRecursive(time);
542
      }
543

    
544
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
545

    
546
    return numRenders;
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Bind this Surface as a Framebuffer we can render to.
552
 *
553
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
554
 *             out if this is the first time during present frame that this FBO is being set as output.
555
 *             If so, the library, in addition to binding the Surface for output, also clears the
556
 *             Surface's color and depth attachments.
557
 */
558
  public void setAsOutput(long time)
559
    {
560
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
561

    
562
    if( mTime[0]!=time )
563
      {
564
      mTime[0] = time;
565
      clear();
566
      }
567
    }
568

    
569
///////////////////////////////////////////////////////////////////////////////////////////////////
570
/**
571
 * Bind this Surface as a Framebuffer we can render to.
572
 * <p>
573
 * This version does not attempt to clear anything.
574
 */
575
  public void setAsOutput()
576
    {
577
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
578
    }
579

    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581
/**
582
 * Return the Near plane of the Projection included in the Surface.
583
 *
584
 * @return the Near plane.
585
 */
586
  public float getNear()
587
    {
588
    return mNear;
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593
 * Set mipmap level.
594
 * <p>
595
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
596
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
597
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
598
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
599
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
600
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
601
 * <p>
602
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
603
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
604
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
605
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
606
 *
607
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
608
 *               does not make any sense (that would result in loss of speed and no gain in quality)
609
 */
610
  public void setMipmap(float mipmap)
611
    {
612
    mMipmap = mipmap;
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
/**
617
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
618
 * this Surface at the beginning of each frame.
619
 *
620
 * @param r the Red component. Default: 0.0f
621
 * @param g the Green component. Default: 0.0f
622
 * @param b the Blue component. Default: 0.0f
623
 * @param a the Alpha component. Default: 0.0f
624
 */
625
  public void glClearColor(float r, float g, float b, float a)
626
    {
627
    mClearR = r;
628
    mClearG = g;
629
    mClearB = b;
630
    mClearA = a;
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634
/**
635
 * Uses glClearDepthf() to set up a value with which to clear
636
 * the Depth buffer of our Surface at the beginning of each frame.
637
 *
638
 * @param d the Depth. Default: 1.0f
639
 */
640
  public void glClearDepthf(float d)
641
    {
642
    mClearDepth = d;
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
/**
647
 * Uses glClearStencil() to set up a value with which to clear the
648
 * Stencil buffer of our Surface at the beginning of each frame.
649
 *
650
 * @param s the Stencil. Default: 0
651
 */
652
  public void glClearStencil(int s)
653
    {
654
    mClearStencil = s;
655
    }
656

    
657
///////////////////////////////////////////////////////////////////////////////////////////////////
658
/**
659
 * Which buffers to Clear at the beginning of each frame?
660
 * <p>
661
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
662
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
663
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
664
 *
665
 * @param mask bitwise OR of BUFFER_BITs to clear.
666
 */
667
  public void glClear(int mask)
668
    {
669
    mClear = mask;
670
    }
671

    
672
///////////////////////////////////////////////////////////////////////////////////////////////////
673
/**
674
 * Create new Projection matrix.
675
 *
676
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
677
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
678
 * @param near Distance between the screen plane and the near plane.
679
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
680
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
681
 */
682
  public void setProjection(float fov, float near)
683
    {
684
    if( fov < 180.0f && fov >=0.0f )
685
      {
686
      mFOV = fov;
687
      }
688

    
689
    if( near<   1.0f && near> 0.0f )
690
      {
691
      mNear= near;
692
      }
693
    else if( near<=0.0f )
694
      {
695
      mNear = 0.01f;
696
      }
697
    else if( near>=1.0f )
698
      {
699
      mNear=0.99f;
700
      }
701

    
702
    if( mBuffer!=null )
703
      {
704
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
705
      }
706

    
707
    createProjection();
708
    }
709

    
710
///////////////////////////////////////////////////////////////////////////////////////////////////
711
/**
712
 * Resize the underlying Framebuffer.
713
 * <p>
714
 * This method can be safely called mid-render as it doesn't interfere with rendering.
715
 *
716
 * @param width The new width.
717
 * @param height The new height.
718
 */
719
  public void resize(int width, int height)
720
    {
721
    if( mWidth!=width || mHeight!=height )
722
      {
723
      mWidth = mRealWidth = width;
724
      mHeight= mRealHeight= height;
725

    
726
      createProjection();
727

    
728
      if( mColorCreated==CREATED )
729
        {
730
        markForCreation();
731
        recreate();
732
        }
733
      }
734
    }
735

    
736
///////////////////////////////////////////////////////////////////////////////////////////////////
737
/**
738
 * Return true if the Surface contains a DEPTH attachment.
739
 *
740
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
741
 */
742
  public boolean hasDepth()
743
    {
744
    return mDepthStencilCreated==CREATED;
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748
/**
749
 * Return true if the Surface contains a STENCIL attachment.
750
 *
751
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
752
 */
753
  public boolean hasStencil()
754
    {
755
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
756
    }
757

    
758
///////////////////////////////////////////////////////////////////////////////////////////////////
759
/**
760
 * Adds a new child to the last position in the list of our Surface's children.
761
 * <p>
762
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
763
 * DistortedMaster (by calling doWork())
764
 *
765
 * @param node The new Node to add.
766
 */
767
  public void attach(DistortedNode node)
768
    {
769
    mJobs.add(new Job(ATTACH,node));
770
    DistortedMaster.newSlave(this);
771
    }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * Adds a new child to the last position in the list of our Surface's children.
776
 * <p>
777
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
778
 * DistortedMaster (by calling doWork())
779
 *
780
 * @param surface InputSurface to initialize our child Node with.
781
 * @param effects DistortedEffects to initialize our child Node with.
782
 * @param mesh MeshObject to initialize our child Node with.
783
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
784
 */
785
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
786
    {
787
    DistortedNode node = new DistortedNode(surface,effects,mesh);
788
    mJobs.add(new Job(ATTACH,node));
789
    DistortedMaster.newSlave(this);
790
    return node;
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794
/**
795
 * Removes the first occurrence of a specified child from the list of children of our Surface.
796
 * <p>
797
 * A bit questionable method as there can be many different Nodes attached as children, some
798
 * of them having the same Effects but - for instance - different Mesh. Use with care.
799
 * <p>
800
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
801
 * DistortedMaster (by calling doWork())
802
 *
803
 * @param effects DistortedEffects to remove.
804
 */
805
  public void detach(DistortedEffects effects)
806
    {
807
    long id = effects.getID();
808
    DistortedNode node;
809
    boolean detached = false;
810

    
811
    for(int i=0; i<mNumChildren; i++)
812
      {
813
      node = mChildren.get(i);
814

    
815
      if( node.getEffects().getID()==id )
816
        {
817
        detached = true;
818
        mJobs.add(new Job(DETACH,node));
819
        DistortedMaster.newSlave(this);
820
        break;
821
        }
822
      }
823

    
824
    if( !detached )
825
      {
826
      // if we failed to detach any, it still might be the case that
827
      // there's an ATTACH job that we need to cancel.
828
      int num = mJobs.size();
829
      Job job;
830

    
831
      for(int i=0; i<num; i++)
832
        {
833
        job = mJobs.get(i);
834

    
835
        if( job.type==ATTACH && job.node.getEffects()==effects )
836
          {
837
          mJobs.remove(i);
838
          break;
839
          }
840
        }
841
      }
842
    }
843

    
844
///////////////////////////////////////////////////////////////////////////////////////////////////
845
/**
846
 * Removes the first occurrence of a specified child from the list of children of our Surface.
847
 * <p>
848
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
849
 * DistortedMaster (by calling doWork())
850
 *
851
 * @param node The Node to remove.
852
 */
853
  public void detach(DistortedNode node)
854
    {
855
    mJobs.add(new Job(DETACH,node));
856
    DistortedMaster.newSlave(this);
857
    }
858

    
859
///////////////////////////////////////////////////////////////////////////////////////////////////
860
/**
861
 * Removes all children Nodes.
862
 * <p>
863
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
864
 * DistortedMaster (by calling doWork())
865
 */
866
  public void detachAll()
867
    {
868
    mJobs.add(new Job(DETALL,null));
869
    DistortedMaster.newSlave(this);
870
    }
871

    
872
///////////////////////////////////////////////////////////////////////////////////////////////////
873
/**
874
 * This is not really part of the public API. Has to be public only because it is a part of the
875
 * DistortedSlave interface, which should really be a class that we extend here instead but
876
 * Java has no multiple inheritance.
877
 *
878
 * @y.exclude
879
 */
880
  public void doWork()
881
    {
882
    int num = mJobs.size();
883
    Job job;
884

    
885
    for(int i=0; i<num; i++)
886
      {
887
      job = mJobs.remove(0);
888

    
889
      switch(job.type)
890
        {
891
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
892
                     job.node.setSurfaceParent(this);
893
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
894
                     mNumChildren++;
895
                     break;
896
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
897
                       {
898
                       job.node.setSurfaceParent(null);
899
                       mNumChildren--;
900
                       }
901
                     break;
902
        case DETALL: if( mNumChildren>0 )
903
                       {
904
                       DistortedNode tmp;
905

    
906
                       for(int j=mNumChildren-1; j>=0; j--)
907
                         {
908
                         tmp = mChildren.remove(j);
909
                         tmp.setSurfaceParent(null);
910
                         }
911

    
912
                       mNumChildren = 0;
913
                       }
914
                     break;
915
        case SORT  : mChildren.remove(job.node);
916
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
917
                     break;
918
        }
919
      }
920
    }
921
}
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