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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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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* <p>
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* Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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* That recursively renders the set held in the Node and all its children.
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* <p>
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* The class takes special care to only render identical sub-trees once. Each Node holds a reference
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* to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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* will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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*/
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public class DistortedNode implements DistortedMaster.Slave
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{
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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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private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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private static long mNextNodeID =0;
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private boolean mRenderWayOIT;
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private DistortedNode mParent;
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private DistortedOutputSurface mSurfaceParent;
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private MeshObject mMesh;
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private DistortedEffects mEffects;
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private DistortedSurface mSurface;
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private DistortedRenderState mState;
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private NodeData mData;
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private int mFboW, mFboH, mFboDepthStencil;
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private class NodeData
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{
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long ID;
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int numPointingNodes;
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long currTime;
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ArrayList<Long> key;
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DistortedFramebuffer mFBO;
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NodeData(long id, ArrayList<Long> k)
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{
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ID = id;
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key = k;
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numPointingNodes= 1;
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currTime =-1;
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mFBO = null;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static synchronized void onDestroy()
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{
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mNextNodeID = 0;
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mMapNodeID.clear();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private ArrayList<Long> generateIDList()
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{
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ArrayList<Long> ret = new ArrayList<>();
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if( mNumChildren[0]==0 )
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{
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// add a negative number so this leaf never gets confused with a internal node
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// with a single child that happens to have ID identical to some leaf's Effects ID.
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ret.add(-mEffects.getID());
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}
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else
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{
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DistortedNode node;
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for(int i=0; i<mNumChildren[0]; i++)
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{
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node = mChildren.get(i);
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ret.add(node.mData.ID);
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}
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// A bit questionable decision here - we are sorting the children IDs, which means
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// that order in which we draw the children is going to be undefined (well, this is not
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// strictly speaking true - when rendering, if no postprocessing and isomorphism are
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// involved, we *DO* render the children in order they were added; if however there
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// are two internal nodes with the same list of identical children, just added in a
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// different order each time, then we consider them isomorphic, i.e. identical and only
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// render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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// exactly the same Z-height this might result in some unexpected sights).
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//
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// Reason: with the children being sorted by postprocessing buckets, the order is
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// undefined anyway (although only when postprocessing is applied).
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//
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// See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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// different order. You will see the number of renders go back to the original 15.
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Collections.sort(ret);
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}
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ret.add( 0, mSurface.getID() );
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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@SuppressWarnings("unused")
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void debug(int depth)
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{
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String tmp="";
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int i;
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for(i=0; i<depth; i++) tmp +=" ";
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tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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" parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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android.util.Log.e("NODE", tmp);
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for(i=0; i<mNumChildren[0]; i++)
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mChildren.get(i).debug(depth+1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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@SuppressWarnings("unused")
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static void debugMap()
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{
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NodeData tmp;
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for(ArrayList<Long> key: mMapNodeID.keySet())
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{
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tmp = mMapNodeID.get(key);
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android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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private void adjustIsomorphism()
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{
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ArrayList<Long> newList = generateIDList();
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NodeData newData = mMapNodeID.get(newList);
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if( newData!=null )
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{
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newData.numPointingNodes++;
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}
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else
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{
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newData = new NodeData(++mNextNodeID,newList);
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mMapNodeID.put(newList,newData);
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}
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boolean deleteOldFBO = false;
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boolean createNewFBO = false;
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if( --mData.numPointingNodes==0 )
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{
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mMapNodeID.remove(mData.key);
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if( mData.mFBO!=null ) deleteOldFBO=true;
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}
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if( mNumChildren[0]>0 && newData.mFBO==null )
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{
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createNewFBO = true;
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}
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if( mNumChildren[0]==0 && newData.mFBO!=null )
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{
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newData.mFBO.markForDeletion();
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android.util.Log.e("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
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newData.mFBO = null;
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}
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if( deleteOldFBO && createNewFBO )
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{
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newData.mFBO = mData.mFBO; // just copy over
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//android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
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}
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else if( deleteOldFBO )
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{
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mData.mFBO.markForDeletion();
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//android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
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mData.mFBO = null;
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}
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else if( createNewFBO )
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{
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int width = mFboW <= 0 ? mSurface.getWidth() : mFboW;
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int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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newData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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//android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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}
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mData = newData;
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if( mParent!=null ) mParent.adjustIsomorphism();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int drawNoBlend(long currTime, DistortedOutputSurface surface)
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{
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DistortedSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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if( input.setAsInput() )
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{
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mState.apply();
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GLES31.glDisable(GLES31.GL_BLEND);
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mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime);
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GLES31.glEnable(GLES31.GL_BLEND);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Use the Order Independent Transparency method to draw a non-postprocessed child.
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int drawOIT(long currTime, DistortedOutputSurface surface)
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{
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DistortedSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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if( input.setAsInput() )
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{
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mState.apply();
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mEffects.drawPrivOIT(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int draw(long currTime, DistortedOutputSurface surface)
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{
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DistortedSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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if( input.setAsInput() )
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{
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mState.apply();
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mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int renderRecursive(long currTime)
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{
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int numRenders = 0;
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if( mNumChildren[0]>0 && mData.currTime!=currTime )
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{
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mData.currTime = currTime;
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for (int i=0; i<mNumChildren[0]; i++)
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{
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numRenders += mChildren.get(i).renderRecursive(currTime);
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}
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if( mData.mFBO==null )
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{
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int width = mFboW <= 0 ? mSurface.getWidth() : mFboW;
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int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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mData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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}
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mData.mFBO.setAsOutput(currTime);
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if( mSurface.setAsInput() )
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{
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numRenders++;
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DistortedEffects.blitPriv(mData.mFBO);
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}
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numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren,0, mRenderWayOIT);
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}
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return numRenders;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setSurfaceParent(DistortedOutputSurface dep)
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{
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mSurfaceParent = dep;
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mParent = null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void sort()
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{
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if( mParent!=null )
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{
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mParent.mChildren.remove(this);
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DistortedMaster.addSortingByBuckets(mParent.mChildren,this);
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}
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else if( mSurfaceParent!=null )
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{
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ArrayList<DistortedNode> children = mSurfaceParent.getChildren();
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children.remove(this);
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DistortedMaster.addSortingByBuckets(children,this);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of the Public API.
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*
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* @y.exclude
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*/
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public EffectQueuePostprocess getPostprocessQueue()
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{
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return mEffects.getPostprocess();
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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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* Constructs new Node.
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*
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* @param surface InputSurface to put into the new Node.
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* @param effects DistortedEffects to put into the new Node.
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* @param mesh MeshObject to put into the new Node.
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*/
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public DistortedNode(DistortedSurface surface, DistortedEffects effects, MeshObject mesh)
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{
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mSurface = surface;
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mEffects = effects;
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mMesh = mesh;
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mState = new DistortedRenderState();
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mChildren = null;
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mNumChildren = new int[1];
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mNumChildren[0]= 0;
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mParent = null;
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mSurfaceParent = null;
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mRenderWayOIT = false;
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mFboW = 0; // i.e. take this from
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mFboH = 0; // mSurface's dimensions
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mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
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ArrayList<Long> list = new ArrayList<>();
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list.add(mSurface.getID());
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list.add(-mEffects.getID());
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mData = mMapNodeID.get(list);
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if( mData!=null )
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{
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mData.numPointingNodes++;
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}
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else
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{
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mData = new NodeData(++mNextNodeID,list);
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mMapNodeID.put(list, mData);
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}
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mEffects.newNode(this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy-constructs new Node from another Node.
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*
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* @param node The DistortedNode to copy data from.
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* @param flags bit field composed of a subset of the following:
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* {@link Distorted#CLONE_SURFACE}, {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
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* {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
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* For example flags = CLONE_SURFACE | CLONE_CHILDREN.
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*/
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public DistortedNode(DistortedNode node, int flags)
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{
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mEffects = new DistortedEffects(node.mEffects,flags);
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mMesh = node.mMesh;
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mState = new DistortedRenderState();
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mParent = null;
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mSurfaceParent= null;
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mRenderWayOIT = false;
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mFboW = node.mFboW;
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mFboH = node.mFboH;
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mFboDepthStencil = node.mFboDepthStencil;
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if( (flags & Distorted.CLONE_SURFACE) != 0 )
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{
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mSurface = node.mSurface;
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}
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else
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{
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int w = node.mSurface.getWidth();
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int h = node.mSurface.getHeight();
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if( node.mSurface instanceof DistortedTexture )
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{
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mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
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}
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else if( node.mSurface instanceof DistortedFramebuffer )
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{
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int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
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if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
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{
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456
|
boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
|
457
|
depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
|
458
|
}
|
459
|
|
460
|
mSurface = new DistortedFramebuffer(1,depthStencil,DistortedSurface.TYPE_TREE,w,h);
|
461
|
}
|
462
|
}
|
463
|
if( (flags & Distorted.CLONE_CHILDREN) != 0 )
|
464
|
{
|
465
|
if( node.mChildren==null ) // do NOT copy over the NULL!
|
466
|
{
|
467
|
node.mChildren = new ArrayList<>(2);
|
468
|
}
|
469
|
|
470
|
mChildren = node.mChildren;
|
471
|
mNumChildren = node.mNumChildren;
|
472
|
}
|
473
|
else
|
474
|
{
|
475
|
mChildren = null;
|
476
|
mNumChildren = new int[1];
|
477
|
mNumChildren[0] = 0;
|
478
|
}
|
479
|
|
480
|
ArrayList<Long> list = generateIDList();
|
481
|
|
482
|
mData = mMapNodeID.get(list);
|
483
|
|
484
|
if( mData!=null )
|
485
|
{
|
486
|
mData.numPointingNodes++;
|
487
|
}
|
488
|
else
|
489
|
{
|
490
|
mData = new NodeData(++mNextNodeID,list);
|
491
|
mMapNodeID.put(list, mData);
|
492
|
}
|
493
|
|
494
|
mEffects.newNode(this);
|
495
|
}
|
496
|
|
497
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
498
|
/**
|
499
|
* When rendering this Node, should we use the Order Independent Transparency render more?
|
500
|
* <p>
|
501
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
502
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
503
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
504
|
*
|
505
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
506
|
*/
|
507
|
public void setOrderIndependentTransparency(boolean oit)
|
508
|
{
|
509
|
mRenderWayOIT = oit;
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
/**
|
514
|
* When rendering this Node, should we use the Order Independent Transparency render more?
|
515
|
* <p>
|
516
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
517
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
518
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
519
|
*
|
520
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
521
|
* @param initialSize Initial number of transparent fragments we expect, in screenfulls.
|
522
|
* I.e '1.0' means 'the scene we are going to render contains about 1 screen
|
523
|
* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0
|
524
|
* Even if you get this wrong, the library will detect that there are more
|
525
|
* transparent fragments than it has space for and readjust its internal buffers,
|
526
|
* but only after a few frames during which one will probably see missing objects.
|
527
|
*/
|
528
|
public void setOrderIndependentTransparency(boolean oit, float initialSize)
|
529
|
{
|
530
|
mRenderWayOIT = oit;
|
531
|
|
532
|
if( initialSize>0.0f && initialSize<10.0f )
|
533
|
DistortedEffects.setSSBOSize(initialSize);
|
534
|
}
|
535
|
|
536
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
537
|
/**
|
538
|
* Adds a new child to the last position in the list of our Node's children.
|
539
|
* <p>
|
540
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
541
|
* DistortedMaster (by calling doWork())
|
542
|
*
|
543
|
* @param node The new Node to add.
|
544
|
*/
|
545
|
public void attach(DistortedNode node)
|
546
|
{
|
547
|
mJobs.add(new Job(ATTACH,node));
|
548
|
DistortedMaster.newSlave(this);
|
549
|
}
|
550
|
|
551
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
552
|
/**
|
553
|
* Adds a new child to the last position in the list of our Node's children.
|
554
|
* <p>
|
555
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
556
|
* DistortedMaster (by calling doWork())
|
557
|
*
|
558
|
* @param surface InputSurface to initialize our child Node with.
|
559
|
* @param effects DistortedEffects to initialize our child Node with.
|
560
|
* @param mesh MeshObject to initialize our child Node with.
|
561
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
562
|
*/
|
563
|
public DistortedNode attach(DistortedSurface surface, DistortedEffects effects, MeshObject mesh)
|
564
|
{
|
565
|
DistortedNode node = new DistortedNode(surface,effects,mesh);
|
566
|
mJobs.add(new Job(ATTACH,node));
|
567
|
DistortedMaster.newSlave(this);
|
568
|
return node;
|
569
|
}
|
570
|
|
571
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
572
|
/**
|
573
|
* Removes the first occurrence of a specified child from the list of children of our Node.
|
574
|
* <p>
|
575
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
576
|
* DistortedMaster (by calling doWork())
|
577
|
*
|
578
|
* @param node The Node to remove.
|
579
|
*/
|
580
|
public void detach(DistortedNode node)
|
581
|
{
|
582
|
mJobs.add(new Job(DETACH,node));
|
583
|
DistortedMaster.newSlave(this);
|
584
|
}
|
585
|
|
586
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
587
|
/**
|
588
|
* Removes the first occurrence of a specified child from the list of children of our Node.
|
589
|
* <p>
|
590
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
591
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
592
|
* <p>
|
593
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
594
|
* DistortedMaster (by calling doWork())
|
595
|
*
|
596
|
* @param effects DistortedEffects to remove.
|
597
|
*/
|
598
|
public void detach(DistortedEffects effects)
|
599
|
{
|
600
|
long id = effects.getID();
|
601
|
DistortedNode node;
|
602
|
boolean detached = false;
|
603
|
|
604
|
for(int i=0; i<mNumChildren[0]; i++)
|
605
|
{
|
606
|
node = mChildren.get(i);
|
607
|
|
608
|
if( node.getEffects().getID()==id )
|
609
|
{
|
610
|
detached = true;
|
611
|
mJobs.add(new Job(DETACH,node));
|
612
|
DistortedMaster.newSlave(this);
|
613
|
break;
|
614
|
}
|
615
|
}
|
616
|
|
617
|
if( !detached )
|
618
|
{
|
619
|
// if we failed to detach any, it still might be the case that
|
620
|
// there's an ATTACH job that we need to cancel.
|
621
|
int num = mJobs.size();
|
622
|
Job job;
|
623
|
|
624
|
for(int i=0; i<num; i++)
|
625
|
{
|
626
|
job = mJobs.get(i);
|
627
|
|
628
|
if( job.type==ATTACH && job.node.getEffects()==effects )
|
629
|
{
|
630
|
mJobs.remove(i);
|
631
|
break;
|
632
|
}
|
633
|
}
|
634
|
}
|
635
|
}
|
636
|
|
637
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
638
|
/**
|
639
|
* Removes all children Nodes.
|
640
|
* <p>
|
641
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
642
|
* DistortedMaster (by calling doWork())
|
643
|
*/
|
644
|
public void detachAll()
|
645
|
{
|
646
|
mJobs.add(new Job(DETALL,null));
|
647
|
DistortedMaster.newSlave(this);
|
648
|
}
|
649
|
|
650
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
651
|
/**
|
652
|
* This is not really part of the public API. Has to be public only because it is a part of the
|
653
|
* DistortedSlave interface, which should really be a class that we extend here instead but
|
654
|
* Java has no multiple inheritance.
|
655
|
*
|
656
|
* @y.exclude
|
657
|
*/
|
658
|
public void doWork()
|
659
|
{
|
660
|
int num = mJobs.size();
|
661
|
Job job;
|
662
|
|
663
|
int numChanges=0;
|
664
|
|
665
|
for(int i=0; i<num; i++)
|
666
|
{
|
667
|
job = mJobs.remove(0);
|
668
|
|
669
|
switch(job.type)
|
670
|
{
|
671
|
case ATTACH: numChanges++;
|
672
|
if( mChildren==null ) mChildren = new ArrayList<>(2);
|
673
|
job.node.mParent = this;
|
674
|
job.node.mSurfaceParent = null;
|
675
|
DistortedMaster.addSortingByBuckets(mChildren,job.node);
|
676
|
mNumChildren[0]++;
|
677
|
break;
|
678
|
case DETACH: numChanges++;
|
679
|
if( mNumChildren[0]>0 && mChildren.remove(job.node) )
|
680
|
{
|
681
|
job.node.mParent = null;
|
682
|
job.node.mSurfaceParent = null;
|
683
|
mNumChildren[0]--;
|
684
|
}
|
685
|
break;
|
686
|
case DETALL: numChanges++;
|
687
|
if( mNumChildren[0]>0 )
|
688
|
{
|
689
|
DistortedNode tmp;
|
690
|
|
691
|
for(int j=mNumChildren[0]-1; j>=0; j--)
|
692
|
{
|
693
|
tmp = mChildren.remove(j);
|
694
|
tmp.mParent = null;
|
695
|
tmp.mSurfaceParent = null;
|
696
|
}
|
697
|
|
698
|
mNumChildren[0] = 0;
|
699
|
}
|
700
|
break;
|
701
|
case SORT : mChildren.remove(job.node);
|
702
|
DistortedMaster.addSortingByBuckets(mChildren,job.node);
|
703
|
break;
|
704
|
}
|
705
|
}
|
706
|
|
707
|
if( numChanges>0 ) adjustIsomorphism();
|
708
|
}
|
709
|
|
710
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
711
|
/**
|
712
|
* Returns the DistortedEffects object that's in the Node.
|
713
|
*
|
714
|
* @return The DistortedEffects contained in the Node.
|
715
|
*/
|
716
|
public DistortedEffects getEffects()
|
717
|
{
|
718
|
return mEffects;
|
719
|
}
|
720
|
|
721
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
722
|
/**
|
723
|
* Returns the DistortedSurface object that's in the Node.
|
724
|
*
|
725
|
* @return The DistortedSurface contained in the Node.
|
726
|
*/
|
727
|
public DistortedSurface getSurface()
|
728
|
{
|
729
|
return mSurface;
|
730
|
}
|
731
|
|
732
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
733
|
/**
|
734
|
* Returns the DistortedSurface object that's in the Node.
|
735
|
*
|
736
|
* @return The DistortedSurface contained in the Node (if a leaf), or the FBO (if an internal Node)
|
737
|
*/
|
738
|
public DistortedSurface getInternalSurface()
|
739
|
{
|
740
|
return mNumChildren[0]==0 ? mSurface : mData.mFBO;
|
741
|
}
|
742
|
|
743
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
744
|
/**
|
745
|
* Returns the Mesh object that's in the Node.
|
746
|
*
|
747
|
* @return Mesh contained in the Node.
|
748
|
*/
|
749
|
public MeshObject getMesh()
|
750
|
{
|
751
|
return mMesh;
|
752
|
}
|
753
|
|
754
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
755
|
/**
|
756
|
* Resizes the DistortedFramebuffer object that we render this Node to.
|
757
|
*/
|
758
|
public void resize(int width, int height)
|
759
|
{
|
760
|
mFboW = width;
|
761
|
mFboH = height;
|
762
|
|
763
|
if ( mData.mFBO !=null )
|
764
|
{
|
765
|
// TODO: potentially allocate a new NodeData if we have to
|
766
|
mData.mFBO.resize(width,height);
|
767
|
}
|
768
|
}
|
769
|
|
770
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
771
|
/**
|
772
|
* Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
|
773
|
*/
|
774
|
public void enableDepthStencil(int depthStencil)
|
775
|
{
|
776
|
mFboDepthStencil = depthStencil;
|
777
|
|
778
|
if ( mData.mFBO !=null )
|
779
|
{
|
780
|
// TODO: potentially allocate a new NodeData if we have to
|
781
|
mData.mFBO.enableDepthStencil(depthStencil);
|
782
|
}
|
783
|
}
|
784
|
|
785
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
786
|
// APIs that control how to set the OpenGL state just before rendering this Node.
|
787
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
788
|
/**
|
789
|
* When rendering this Node, use ColorMask (r,g,b,a).
|
790
|
*
|
791
|
* @param r Write to the RED color channel when rendering this Node?
|
792
|
* @param g Write to the GREEN color channel when rendering this Node?
|
793
|
* @param b Write to the BLUE color channel when rendering this Node?
|
794
|
* @param a Write to the ALPHA channel when rendering this Node?
|
795
|
*/
|
796
|
@SuppressWarnings("unused")
|
797
|
public void glColorMask(boolean r, boolean g, boolean b, boolean a)
|
798
|
{
|
799
|
mState.glColorMask(r,g,b,a);
|
800
|
}
|
801
|
|
802
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
803
|
/**
|
804
|
* When rendering this Node, switch on writing to Depth buffer?
|
805
|
*
|
806
|
* @param mask Write to the Depth buffer when rendering this Node?
|
807
|
*/
|
808
|
@SuppressWarnings("unused")
|
809
|
public void glDepthMask(boolean mask)
|
810
|
{
|
811
|
mState.glDepthMask(mask);
|
812
|
}
|
813
|
|
814
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
815
|
/**
|
816
|
* When rendering this Node, which bits of the Stencil buffer to write to?
|
817
|
*
|
818
|
* @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
|
819
|
*/
|
820
|
@SuppressWarnings("unused")
|
821
|
public void glStencilMask(int mask)
|
822
|
{
|
823
|
mState.glStencilMask(mask);
|
824
|
}
|
825
|
|
826
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
827
|
/**
|
828
|
* When rendering this Node, which Tests to enable?
|
829
|
*
|
830
|
* @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
|
831
|
*/
|
832
|
@SuppressWarnings("unused")
|
833
|
public void glEnable(int test)
|
834
|
{
|
835
|
mState.glEnable(test);
|
836
|
}
|
837
|
|
838
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
839
|
/**
|
840
|
* When rendering this Node, which Tests to enable?
|
841
|
*
|
842
|
* @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
|
843
|
*/
|
844
|
@SuppressWarnings("unused")
|
845
|
public void glDisable(int test)
|
846
|
{
|
847
|
mState.glDisable(test);
|
848
|
}
|
849
|
|
850
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
851
|
/**
|
852
|
* When rendering this Node, use the following StencilFunc.
|
853
|
*
|
854
|
* @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
|
855
|
* @param ref Reference valut to compare our stencil with.
|
856
|
* @param mask Mask used when comparing.
|
857
|
*/
|
858
|
@SuppressWarnings("unused")
|
859
|
public void glStencilFunc(int func, int ref, int mask)
|
860
|
{
|
861
|
mState.glStencilFunc(func,ref,mask);
|
862
|
}
|
863
|
|
864
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
865
|
/**
|
866
|
* When rendering this Node, use the following StencilOp.
|
867
|
* <p>
|
868
|
* Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
|
869
|
*
|
870
|
* @param sfail What to do when Stencil Test fails.
|
871
|
* @param dpfail What to do when Depth Test fails.
|
872
|
* @param dppass What to do when Depth Test passes.
|
873
|
*/
|
874
|
@SuppressWarnings("unused")
|
875
|
public void glStencilOp(int sfail, int dpfail, int dppass)
|
876
|
{
|
877
|
mState.glStencilOp(sfail,dpfail,dppass);
|
878
|
}
|
879
|
|
880
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
881
|
/**
|
882
|
* When rendering this Node, use the following DepthFunc.
|
883
|
*
|
884
|
* @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
|
885
|
*/
|
886
|
@SuppressWarnings("unused")
|
887
|
public void glDepthFunc(int func)
|
888
|
{
|
889
|
mState.glDepthFunc(func);
|
890
|
}
|
891
|
|
892
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
893
|
/**
|
894
|
* When rendering this Node, use the following Blending mode.
|
895
|
* <p>
|
896
|
* Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
|
897
|
* GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
|
898
|
* GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
|
899
|
*
|
900
|
* @param src Source Blend function
|
901
|
* @param dst Destination Blend function
|
902
|
*/
|
903
|
@SuppressWarnings("unused")
|
904
|
public void glBlendFunc(int src, int dst)
|
905
|
{
|
906
|
mState.glBlendFunc(src,dst);
|
907
|
}
|
908
|
|
909
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
910
|
/**
|
911
|
* Before rendering this Node, clear the following buffers.
|
912
|
* <p>
|
913
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
914
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
915
|
* Default: 0
|
916
|
*
|
917
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
918
|
*/
|
919
|
@SuppressWarnings("unused")
|
920
|
public void glClear(int mask)
|
921
|
{
|
922
|
mState.glClear(mask);
|
923
|
}
|
924
|
}
|