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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.GLES30;
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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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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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* When rendering a Screen, show FPS in the upper-left corner?
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*/
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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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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DistortedOutputSurface[] mBuffer;
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private long mTime;
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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 = new int[1];
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int[] mFBOH = new int[1];
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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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private int mDebugLevel;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract void prepareDebug(long time);
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abstract void renderDebug(long time);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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{
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super(width,height,createColor,numcolors,type);
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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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mTime = 0;
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mDebugLevel = 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 = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH];
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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 void createBuffers()
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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(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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mBuffer[j].mMipmap = mipmap;
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mBuffer[j].mNear = mNear; // 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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mBuffer[EffectQuality.LENGTH] = this;
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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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GLES30.glStencilMask(0xff);
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GLES30.glDepthMask(true);
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GLES30.glColorMask(true,true,true,true);
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GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES30.glClearDepthf(1.0f);
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GLES30.glClearStencil(0);
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for(int j=0; j<EffectQuality.LENGTH; j++)
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{
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mBuffer[j].setAsOutput();
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
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{
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GLES30.glViewport(0, 0, mWidth, mHeight);
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setAsOutput(currTime);
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
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GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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GLES30.glStencilMask(0x00);
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DistortedEffects.blitDepthPriv(this);
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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// clear buffers
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GLES30.glStencilMask(0xff);
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GLES30.glDepthMask(true);
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GLES30.glColorMask(true,true,true,true);
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GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES30.glClearDepthf(1.0f);
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GLES30.glClearStencil(0);
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buffer.setAsOutput();
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer and merge it.
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int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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{
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int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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DistortedNode child1, child2;
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EffectQueuePostprocess lastQueue=null, currQueue;
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long lastBucket=0, currBucket;
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for(int i=0; i<numChildren; i++)
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{
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child1 = children.get(i);
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currQueue = child1.getPostprocessQueue();
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currBucket= currQueue.getID();
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if( currBucket==0 ) numRenders += child1.draw(time,this);
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else
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{
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if( mBuffer[0]==null ) createBuffers();
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if( lastBucket!=currBucket )
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{
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if( lastBucket!=0 )
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{
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for(int j=bucketChange; j<i; j++)
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{
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child2 = children.get(j);
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numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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}
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numRenders += lastQueue.postprocess(this);
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numRenders += blitWithDepth(time, mBuffer[quality]);
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}
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internalQuality = currQueue.getInternalQuality();
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quality = currQueue.getQuality();
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bucketChange = i;
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}
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child1.draw(time,mBuffer[quality]);
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//numRenders += currQueue.draw(child1,time,mBuffer);
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if( i==numChildren-1 )
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{
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for(int j=bucketChange; j<numChildren; j++)
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{
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child2 = children.get(j);
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numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
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}
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numRenders += currQueue.postprocess(this);
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numRenders += blitWithDepth(time, mBuffer[quality]);
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}
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}
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lastQueue = currQueue;
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lastBucket= currBucket;
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}
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return numRenders;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ArrayList<DistortedNode> getChildren()
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{
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return mChildren;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Make the library show various debugging information.
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* <p>
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* Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
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*
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* @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
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*/
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public void setDebug(int bitmask)
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{
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if( this instanceof DistortedScreen )
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mDebugLevel = bitmask;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draws all the attached children to this OutputSurface.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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* @return Number of objects rendered.
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*/
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public int render(long time)
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{
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if( mDebugLevel!=0 ) prepareDebug(time);
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// change tree topology (attach and detach children)
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/*
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boolean changed1 =
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*/
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DistortedMaster.toDo();
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/*
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if( changed1 )
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{
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for(int i=0; i<mNumChildren; i++)
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{
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mChildren.get(i).debug(0);
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}
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DistortedNode.debugMap();
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}
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*/
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// create and delete all underlying OpenGL resources
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// Watch out: FIRST change topology, only then deal
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// with OpenGL resources. That's because changing Tree
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// can result in additional Framebuffers that would need
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// to be created immediately, before the calls to drawRecursive()
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/*
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boolean changed2 =
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*/
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toDo();
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/*
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if( changed2 )
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{
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DistortedObject.debugLists();
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}
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*/
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// mark OpenGL state as unknown
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DistortedRenderState.reset();
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int numRenders=0;
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for(int i=0; i<mNumChildren; i++)
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{
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numRenders += mChildren.get(i).renderRecursive(time);
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}
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setAsOutput(time);
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numRenders += renderChildren(time,mNumChildren,mChildren);
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if( mDebugLevel != 0 ) renderDebug(time);
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return numRenders;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind this Surface as a Framebuffer we can render to.
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*
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* @param time Present time, in milliseconds. The point: looking at this param the library can figure
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* out if this is the first time during present frame that this FBO is being set as output.
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* If so, the library, in addition to binding the Surface for output, also clears the
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* Surface's color and depth attachments.
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*/
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public void setAsOutput(long time)
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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if( mTime!=time )
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{
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mTime = time;
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DistortedRenderState.colorDepthStencilOn();
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GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
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GLES30.glClearDepthf(mClearDepth);
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GLES30.glClearStencil(mClearStencil);
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GLES30.glClear(mClear);
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DistortedRenderState.colorDepthStencilRestore();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Bind this Surface as a Framebuffer we can render to.
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* <p>
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* This version does not attempt to clear anything.
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*/
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public void setAsOutput()
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return the Near plane of the Projection included in the Surface.
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|
*
|
443
|
* @return the Near plane.
|
444
|
*/
|
445
|
public float getNear()
|
446
|
{
|
447
|
return mNear;
|
448
|
}
|
449
|
|
450
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
451
|
/**
|
452
|
* Set mipmap level.
|
453
|
* <p>
|
454
|
* Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
|
455
|
* one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
|
456
|
* Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
|
457
|
* such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
|
458
|
* scene will end up looking identical no matter which object we render to. Identical, that is, except
|
459
|
* for the loss of quality and gain in speed associated with rendering to a smaller Surface.
|
460
|
* <p>
|
461
|
* Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
|
462
|
* mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
|
463
|
* and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
|
464
|
* in the second case the move vector (100,100) will be auto-scaled to (50,50).
|
465
|
*
|
466
|
* @param mipmap The mipmap level. Acceptable range: 0<mipmap<infinity, although mipmap>1
|
467
|
* does not make any sense (that would result in loss of speed and no gain in quality)
|
468
|
*/
|
469
|
public void setMipmap(float mipmap)
|
470
|
{
|
471
|
mMipmap = mipmap;
|
472
|
}
|
473
|
|
474
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
475
|
/**
|
476
|
* Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
|
477
|
* this Surface at the beginning of each frame.
|
478
|
*
|
479
|
* @param r the Red component. Default: 0.0f
|
480
|
* @param g the Green component. Default: 0.0f
|
481
|
* @param b the Blue component. Default: 0.0f
|
482
|
* @param a the Alpha component. Default: 0.0f
|
483
|
*/
|
484
|
public void glClearColor(float r, float g, float b, float a)
|
485
|
{
|
486
|
mClearR = r;
|
487
|
mClearG = g;
|
488
|
mClearB = b;
|
489
|
mClearA = a;
|
490
|
}
|
491
|
|
492
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
493
|
/**
|
494
|
* Uses glClearDepthf() to set up a value with which to clear
|
495
|
* the Depth buffer of our Surface at the beginning of each frame.
|
496
|
*
|
497
|
* @param d the Depth. Default: 1.0f
|
498
|
*/
|
499
|
public void glClearDepthf(float d)
|
500
|
{
|
501
|
mClearDepth = d;
|
502
|
}
|
503
|
|
504
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
505
|
/**
|
506
|
* Uses glClearStencil() to set up a value with which to clear the
|
507
|
* Stencil buffer of our Surface at the beginning of each frame.
|
508
|
*
|
509
|
* @param s the Stencil. Default: 0
|
510
|
*/
|
511
|
public void glClearStencil(int s)
|
512
|
{
|
513
|
mClearStencil = s;
|
514
|
}
|
515
|
|
516
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
517
|
/**
|
518
|
* Which buffers to Clear at the beginning of each frame?
|
519
|
* <p>
|
520
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
521
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
522
|
* Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
|
523
|
*
|
524
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
525
|
*/
|
526
|
public void glClear(int mask)
|
527
|
{
|
528
|
mClear = mask;
|
529
|
}
|
530
|
|
531
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
532
|
/**
|
533
|
* Create new Projection matrix.
|
534
|
*
|
535
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
536
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
537
|
* @param near Distance between the screen plane and the near plane.
|
538
|
* Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
|
539
|
* pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
|
540
|
*/
|
541
|
public void setProjection(float fov, float near)
|
542
|
{
|
543
|
if( fov < 180.0f && fov >=0.0f )
|
544
|
{
|
545
|
mFOV = fov;
|
546
|
}
|
547
|
|
548
|
if( near< 1.0f && near> 0.0f )
|
549
|
{
|
550
|
mNear= near;
|
551
|
}
|
552
|
else if( near<=0.0f )
|
553
|
{
|
554
|
mNear = 0.01f;
|
555
|
}
|
556
|
else if( near>=1.0f )
|
557
|
{
|
558
|
mNear=0.99f;
|
559
|
}
|
560
|
|
561
|
if( mBuffer[0]!=null )
|
562
|
{
|
563
|
for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
|
564
|
}
|
565
|
|
566
|
createProjection();
|
567
|
}
|
568
|
|
569
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
570
|
/**
|
571
|
* Resize the underlying Framebuffer.
|
572
|
* <p>
|
573
|
* This method can be safely called mid-render as it doesn't interfere with rendering.
|
574
|
*
|
575
|
* @param width The new width.
|
576
|
* @param height The new height.
|
577
|
*/
|
578
|
public void resize(int width, int height)
|
579
|
{
|
580
|
if( mWidth!=width || mHeight!=height )
|
581
|
{
|
582
|
mWidth = width;
|
583
|
mHeight= height;
|
584
|
|
585
|
createProjection();
|
586
|
|
587
|
if( mColorCreated==CREATED )
|
588
|
{
|
589
|
markForCreation();
|
590
|
recreate();
|
591
|
}
|
592
|
}
|
593
|
}
|
594
|
|
595
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
596
|
/**
|
597
|
* Return true if the Surface contains a DEPTH attachment.
|
598
|
*
|
599
|
* @return <bold>true</bold> if the Surface contains a DEPTH attachment.
|
600
|
*/
|
601
|
public boolean hasDepth()
|
602
|
{
|
603
|
return mDepthStencilCreated==CREATED;
|
604
|
}
|
605
|
|
606
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
607
|
/**
|
608
|
* Return true if the Surface contains a STENCIL attachment.
|
609
|
*
|
610
|
* @return <bold>true</bold> if the Surface contains a STENCIL attachment.
|
611
|
*/
|
612
|
public boolean hasStencil()
|
613
|
{
|
614
|
return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
|
615
|
}
|
616
|
|
617
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
618
|
/**
|
619
|
* Adds a new child to the last position in the list of our Surface's children.
|
620
|
* <p>
|
621
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
622
|
* DistortedMaster (by calling doWork())
|
623
|
*
|
624
|
* @param node The new Node to add.
|
625
|
*/
|
626
|
public void attach(DistortedNode node)
|
627
|
{
|
628
|
mJobs.add(new Job(ATTACH,node));
|
629
|
DistortedMaster.newSlave(this);
|
630
|
}
|
631
|
|
632
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
633
|
/**
|
634
|
* Adds a new child to the last position in the list of our Surface's children.
|
635
|
* <p>
|
636
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
637
|
* DistortedMaster (by calling doWork())
|
638
|
*
|
639
|
* @param surface InputSurface to initialize our child Node with.
|
640
|
* @param effects DistortedEffects to initialize our child Node with.
|
641
|
* @param mesh MeshObject to initialize our child Node with.
|
642
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
643
|
*/
|
644
|
public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
|
645
|
{
|
646
|
DistortedNode node = new DistortedNode(surface,effects,mesh);
|
647
|
mJobs.add(new Job(ATTACH,node));
|
648
|
DistortedMaster.newSlave(this);
|
649
|
return node;
|
650
|
}
|
651
|
|
652
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
653
|
/**
|
654
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
655
|
* <p>
|
656
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
657
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
658
|
* <p>
|
659
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
660
|
* DistortedMaster (by calling doWork())
|
661
|
*
|
662
|
* @param effects DistortedEffects to remove.
|
663
|
*/
|
664
|
public void detach(DistortedEffects effects)
|
665
|
{
|
666
|
long id = effects.getID();
|
667
|
DistortedNode node;
|
668
|
boolean detached = false;
|
669
|
|
670
|
for(int i=0; i<mNumChildren; i++)
|
671
|
{
|
672
|
node = mChildren.get(i);
|
673
|
|
674
|
if( node.getEffects().getID()==id )
|
675
|
{
|
676
|
detached = true;
|
677
|
mJobs.add(new Job(DETACH,node));
|
678
|
DistortedMaster.newSlave(this);
|
679
|
break;
|
680
|
}
|
681
|
}
|
682
|
|
683
|
if( !detached )
|
684
|
{
|
685
|
// if we failed to detach any, it still might be the case that
|
686
|
// there's an ATTACH job that we need to cancel.
|
687
|
int num = mJobs.size();
|
688
|
Job job;
|
689
|
|
690
|
for(int i=0; i<num; i++)
|
691
|
{
|
692
|
job = mJobs.get(i);
|
693
|
|
694
|
if( job.type==ATTACH && job.node.getEffects()==effects )
|
695
|
{
|
696
|
mJobs.remove(i);
|
697
|
break;
|
698
|
}
|
699
|
}
|
700
|
}
|
701
|
}
|
702
|
|
703
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
704
|
/**
|
705
|
* Removes the first occurrence of a specified child from the list of children of our Surface.
|
706
|
* <p>
|
707
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
708
|
* DistortedMaster (by calling doWork())
|
709
|
*
|
710
|
* @param node The Node to remove.
|
711
|
*/
|
712
|
public void detach(DistortedNode node)
|
713
|
{
|
714
|
mJobs.add(new Job(DETACH,node));
|
715
|
DistortedMaster.newSlave(this);
|
716
|
}
|
717
|
|
718
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
719
|
/**
|
720
|
* Removes all children Nodes.
|
721
|
* <p>
|
722
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
723
|
* DistortedMaster (by calling doWork())
|
724
|
*/
|
725
|
public void detachAll()
|
726
|
{
|
727
|
mJobs.add(new Job(DETALL,null));
|
728
|
DistortedMaster.newSlave(this);
|
729
|
}
|
730
|
|
731
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
732
|
/**
|
733
|
* This is not really part of the public API. Has to be public only because it is a part of the
|
734
|
* DistortedSlave interface, which should really be a class that we extend here instead but
|
735
|
* Java has no multiple inheritance.
|
736
|
*
|
737
|
* @y.exclude
|
738
|
*/
|
739
|
public void doWork()
|
740
|
{
|
741
|
int num = mJobs.size();
|
742
|
Job job;
|
743
|
|
744
|
for(int i=0; i<num; i++)
|
745
|
{
|
746
|
job = mJobs.remove(0);
|
747
|
|
748
|
switch(job.type)
|
749
|
{
|
750
|
case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
|
751
|
job.node.setSurfaceParent(this);
|
752
|
DistortedMaster.addSorted(mChildren,job.node);
|
753
|
mNumChildren++;
|
754
|
break;
|
755
|
case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
|
756
|
{
|
757
|
job.node.setSurfaceParent(null);
|
758
|
mNumChildren--;
|
759
|
}
|
760
|
break;
|
761
|
case DETALL: if( mNumChildren>0 )
|
762
|
{
|
763
|
DistortedNode tmp;
|
764
|
|
765
|
for(int j=mNumChildren-1; j>=0; j--)
|
766
|
{
|
767
|
tmp = mChildren.remove(j);
|
768
|
tmp.setSurfaceParent(null);
|
769
|
}
|
770
|
|
771
|
mNumChildren = 0;
|
772
|
}
|
773
|
break;
|
774
|
case SORT : mChildren.remove(job.node);
|
775
|
DistortedMaster.addSorted(mChildren,job.node);
|
776
|
break;
|
777
|
}
|
778
|
}
|
779
|
}
|
780
|
}
|