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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ a13dde77

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private boolean mRenderWayOIT;
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer=null;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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  int mCurrFBO;     // internal current FBO (see Distorted.FBO_QUEUE_SIZE)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mRenderWayOIT = false;
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    mCurrFBO      = 0;
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    if( mBuffer!=null )
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      {
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      for (int j = 0; j < EffectQuality.LENGTH; j++)
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        {
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        mBuffer[j] = null;
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        }
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      mBuffer = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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259
        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
265
          {
266
          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
279
    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
297
    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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310
    return 1;
311
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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315
  private static void oitClear(DistortedOutputSurface buffer)
316
    {
317
    int counter = DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer,counter);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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324
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
325
    {
326
    GLES31.glViewport(0, 0, mWidth, mHeight);
327
    setAsOutput(time);
328
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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333
    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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336
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
338
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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342
    DistortedRenderState.colorDepthStencilRestore();
343
    DistortedRenderState.restoreDepthTest();
344

    
345
    return 1;
346
    }
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348
///////////////////////////////////////////////////////////////////////////////////////////////////
349
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
350

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

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

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

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

    
374
    return 1;
375
    }
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377
///////////////////////////////////////////////////////////////////////////////////////////////////
378

    
379
  void clear()
380
    {
381
    DistortedRenderState.colorDepthStencilOn();
382
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
383
    GLES31.glClearDepthf(mClearDepth);
384
    GLES31.glClearStencil(mClearStencil);
385
    GLES31.glClear(mClear);
386
    DistortedRenderState.colorDepthStencilRestore();
387
    }
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389
///////////////////////////////////////////////////////////////////////////////////////////////////
390

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

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

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

    
408
    setCurrFBO(fbo);
409

    
410
    if( mBuffer!=null )
411
      {
412
      for (int i=0; i<EffectQuality.LENGTH; i++)
413
        {
414
        mBuffer[i].setCurrFBO(fbo);
415
        }
416
      }
417

    
418
    if( oit && numChildren>0 )
419
      {
420
      oitClear(this);
421
      }
422

    
423
    for(int i=0; i<numChildren; i++)
424
      {
425
      child = children.get(i);
426
      currQueue = child.getPostprocessQueue();
427
      currBucket= currQueue.getID();
428

    
429
      if( currBucket==0 )
430
        {
431
        setAsOutput(time);
432

    
433
        if( oit )
434
          {
435
          numRenders += child.drawOIT(time, this);
436
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
437
          }
438
        else
439
          {
440
          numRenders += child.draw(time, this);
441
          }
442
        }
443
      else
444
        {
445
        if( mBuffer==null )
446
          {
447
          createPostprocessingBuffers(mWidth,mHeight,mNear);
448

    
449
          for (int j=0; j<EffectQuality.LENGTH; j++)
450
            {
451
            mBuffer[j].setCurrFBO(fbo);
452
            }
453
          }
454

    
455
        if( lastBucket!=currBucket )
456
          {
457
          if( lastBucket==0 )
458
            {
459
            clonePostprocessingViewport(this);
460
            }
461
          else
462
            {
463
            for(int j=bucketChange; j<i; j++) numRenders += lastQueue.preprocess( mBuffer,children.get(j) );
464
            numRenders += lastQueue.postprocess(mBuffer);
465

    
466
            if( oit )
467
              {
468
              numRenders += oitBuild(time, mBuffer[quality], fbo);
469
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
470
              }
471
            else
472
              {
473
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
474
              }
475
            mBuffer[quality].clearBuffer(fbo);
476
            }
477

    
478
          quality     = currQueue.getQuality();
479
          bucketChange= i;
480
          }
481

    
482
        mBuffer[quality].setAsOutput(time);
483
        child.drawNoBlend(time,mBuffer[quality]);
484

    
485
        if( i==numChildren-1 )
486
          {
487
          for(int j=bucketChange; j<numChildren; j++) numRenders += currQueue.preprocess( mBuffer,children.get(j) );
488
          numRenders += currQueue.postprocess(mBuffer);
489

    
490
          if( oit )
491
            {
492
            numRenders += oitBuild(time, mBuffer[quality], fbo);
493
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
494
            mBuffer[quality].clearBuffer(fbo);
495
            }
496
          else
497
            {
498
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
499
            }
500
          }
501
        } // end else (postprocessed child)
502

    
503
      lastQueue = currQueue;
504
      lastBucket= currBucket;
505
      } // end main for loop
506

    
507
    if( oit && numChildren>0 )
508
      {
509
      numRenders += oitRender(time, fbo);  // merge the OIT linked list
510
      }
511

    
512
    return numRenders;
513
    }
514

    
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516

    
517
  ArrayList<DistortedNode> getChildren()
518
    {
519
    return mChildren;
520
    }
521

    
522
///////////////////////////////////////////////////////////////////////////////////////////////////
523
/**
524
 * Not part of the Public API.
525
 *
526
 * @y.exclude
527
 */
528
  public float getWidthCorrection()
529
    {
530
    return (float)mWidth/mRealWidth;
531
    }
532

    
533
///////////////////////////////////////////////////////////////////////////////////////////////////
534
/**
535
 * Not part of the Public API.
536
 *
537
 * @y.exclude
538
 */
539
  public float getHeightCorrection()
540
    {
541
    return (float)mHeight/mRealHeight;
542
    }
543

    
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545

    
546
  private void clearBuffer(int fbo)
547
    {
548
    DistortedRenderState.colorDepthStencilOn();
549

    
550
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
551
    GLES31.glClearDepthf(mClearDepth);
552
    GLES31.glClearStencil(mClearStencil);
553

    
554
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
555
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
556
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
557
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
558
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
559

    
560
    DistortedRenderState.colorDepthStencilRestore();
561
    }
562

    
563
///////////////////////////////////////////////////////////////////////////////////////////////////
564
// PUBLIC API
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566
/**
567
 * Draws all the attached children to this OutputSurface's 0th FBO.
568
 * <p>
569
 * Must be called from a thread holding OpenGL Context.
570
 *
571
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
572
 * @return Number of objects rendered.
573
 */
574
  public int render(long time)
575
    {
576
    return render(time,0);
577
    }
578

    
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580
/**
581
 * Draws all the attached children to this OutputSurface.
582
 * <p>
583
 * Must be called from a thread holding OpenGL Context.
584
 *
585
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
586
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
587
 * @return Number of objects rendered.
588
 */
589
  public int render(long time, int fbo)
590
    {
591
    // change tree topology (attach and detach children)
592
/*
593
    boolean changed1 =
594
*/
595
    DistortedMaster.toDo();
596
/*
597
    if( changed1 )
598
      {
599
      for(int i=0; i<mNumChildren; i++)
600
        {
601
        mChildren.get(i).debug(0);
602
        }
603

    
604
      DistortedNode.debugMap();
605
      }
606
*/
607
    // create and delete all underlying OpenGL resources
608
    // Watch out: FIRST change topology, only then deal
609
    // with OpenGL resources. That's because changing Tree
610
    // can result in additional Framebuffers that would need
611
    // to be created immediately, before the calls to drawRecursive()
612
/*
613
    boolean changed2 =
614
*/
615
    toDo();
616
/*
617
    if( changed2 )
618
      {
619
      DistortedObject.debugLists();
620
      }
621
*/
622
    // mark OpenGL state as unknown
623
    DistortedRenderState.reset();
624

    
625
    int numRenders=0;
626

    
627
    for(int i=0; i<mNumChildren; i++)
628
      {
629
      numRenders += mChildren.get(i).renderRecursive(time);
630
      }
631

    
632
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
633

    
634
    return numRenders;
635
    }
636

    
637
///////////////////////////////////////////////////////////////////////////////////////////////////
638
/**
639
 * Bind this Surface as a Framebuffer we can render to.
640
 *
641
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
642
 *             out if this is the first time during present frame that this FBO is being set as output.
643
 *             If so, the library, in addition to binding the Surface for output, also clears the
644
 *             Surface's color and depth attachments.
645
 */
646
  public void setAsOutput(long time)
647
    {
648
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
649

    
650
    if( mTime[mCurrFBO]!=time )
651
      {
652
      mTime[mCurrFBO] = time;
653
      clear();
654
      }
655
    }
656

    
657
///////////////////////////////////////////////////////////////////////////////////////////////////
658
/**
659
 * Bind this Surface as a Framebuffer we can render to.
660
 * <p>
661
 * This version does not attempt to clear anything.
662
 */
663
  public void setAsOutput()
664
    {
665
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[mCurrFBO]);
666
    }
667

    
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
/**
670
 * Return the Near plane of the Projection included in the Surface.
671
 *
672
 * @return the Near plane.
673
 */
674
  public float getNear()
675
    {
676
    return mNear;
677
    }
678

    
679
///////////////////////////////////////////////////////////////////////////////////////////////////
680
/**
681
 * Set mipmap level.
682
 * <p>
683
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
684
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
685
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
686
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
687
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
688
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
689
 * <p>
690
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
691
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
692
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
693
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
694
 *
695
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
696
 *               does not make any sense (that would result in loss of speed and no gain in quality)
697
 */
698
  public void setMipmap(float mipmap)
699
    {
700
    mMipmap = mipmap;
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
706
 * this Surface at the beginning of each frame.
707
 *
708
 * @param r the Red component. Default: 0.0f
709
 * @param g the Green component. Default: 0.0f
710
 * @param b the Blue component. Default: 0.0f
711
 * @param a the Alpha component. Default: 0.0f
712
 */
713
  public void glClearColor(float r, float g, float b, float a)
714
    {
715
    mClearR = r;
716
    mClearG = g;
717
    mClearB = b;
718
    mClearA = a;
719
    }
720

    
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Uses glClearDepthf() to set up a value with which to clear
724
 * the Depth buffer of our Surface at the beginning of each frame.
725
 *
726
 * @param d the Depth. Default: 1.0f
727
 */
728
  public void glClearDepthf(float d)
729
    {
730
    mClearDepth = d;
731
    }
732

    
733
///////////////////////////////////////////////////////////////////////////////////////////////////
734
/**
735
 * Uses glClearStencil() to set up a value with which to clear the
736
 * Stencil buffer of our Surface at the beginning of each frame.
737
 *
738
 * @param s the Stencil. Default: 0
739
 */
740
  public void glClearStencil(int s)
741
    {
742
    mClearStencil = s;
743
    }
744

    
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746
/**
747
 * Which buffers to Clear at the beginning of each frame?
748
 * <p>
749
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
750
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
751
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
752
 *
753
 * @param mask bitwise OR of BUFFER_BITs to clear.
754
 */
755
  public void glClear(int mask)
756
    {
757
    mClear = mask;
758
    }
759

    
760
///////////////////////////////////////////////////////////////////////////////////////////////////
761
/**
762
 * Create new Projection matrix.
763
 *
764
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
765
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
766
 * @param near Distance between the screen plane and the near plane.
767
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
768
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
769
 */
770
  public void setProjection(float fov, float near)
771
    {
772
    if( fov < 180.0f && fov >=0.0f )
773
      {
774
      mFOV = fov;
775
      }
776

    
777
    if( near<   1.0f && near> 0.0f )
778
      {
779
      mNear= near;
780
      }
781
    else if( near<=0.0f )
782
      {
783
      mNear = 0.01f;
784
      }
785
    else if( near>=1.0f )
786
      {
787
      mNear=0.99f;
788
      }
789

    
790
    if( mBuffer!=null )
791
      {
792
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
793
      }
794

    
795
    createProjection();
796
    }
797

    
798
///////////////////////////////////////////////////////////////////////////////////////////////////
799
/**
800
 * Resize the underlying Framebuffer.
801
 * <p>
802
 * This method can be safely called mid-render as it doesn't interfere with rendering.
803
 *
804
 * @param width The new width.
805
 * @param height The new height.
806
 */
807
  public void resize(int width, int height)
808
    {
809
    if( mWidth!=width || mHeight!=height )
810
      {
811
      mWidth = mRealWidth = width;
812
      mHeight= mRealHeight= height;
813

    
814
      createProjection();
815

    
816
      if( mColorCreated==CREATED )
817
        {
818
        markForCreation();
819
        recreate();
820
        }
821
      }
822
    }
823

    
824
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * Return true if the Surface contains a DEPTH attachment.
827
 *
828
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
829
 */
830
  public boolean hasDepth()
831
    {
832
    return mDepthStencilCreated==CREATED;
833
    }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Return true if the Surface contains a STENCIL attachment.
838
 *
839
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
840
 */
841
  public boolean hasStencil()
842
    {
843
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
844
    }
845

    
846
///////////////////////////////////////////////////////////////////////////////////////////////////
847
/**
848
 * When rendering this Node, should we use the Order Independent Transparency render more?
849
 * <p>
850
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
851
 * fragments in different ways depending on which fragments get rendered first, or the slower
852
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
853
 *
854
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
855
 */
856
  public void setOrderIndependentTransparency(boolean oit)
857
    {
858
    mRenderWayOIT = oit;
859
    }
860

    
861
///////////////////////////////////////////////////////////////////////////////////////////////////
862
/**
863
 * When rendering this Node, should we use the Order Independent Transparency render more?
864
 * <p>
865
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
866
 * fragments in different ways depending on which fragments get rendered first, or the slower
867
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
868
 *
869
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
870
 * @param initialSize Initial number of transparent fragments we expect, in screenfuls.
871
 *                    I.e '1.0' means 'the scene we are going to render contains about 1 screen
872
 *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
873
 *                    Even if you get this wrong, the library will detect that there are more
874
 *                    transparent fragments than it has space for and readjust its internal buffers,
875
 *                    but only after a few frames during which one will probably see missing objects.
876
 */
877
public void setOrderIndependentTransparency(boolean oit, float initialSize)
878
  {
879
  mRenderWayOIT = oit;
880

    
881
  if( initialSize>0.0f && initialSize<10.0f )
882
    DistortedEffects.setSSBOSize(initialSize);
883
  }
884

    
885
///////////////////////////////////////////////////////////////////////////////////////////////////
886
/**
887
 * Adds a new child to the last position in the list of our Surface's children.
888
 * <p>
889
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
890
 * DistortedMaster (by calling doWork())
891
 *
892
 * @param node The new Node to add.
893
 */
894
  public void attach(DistortedNode node)
895
    {
896
    mJobs.add(new Job(ATTACH,node));
897
    DistortedMaster.newSlave(this);
898
    }
899

    
900
///////////////////////////////////////////////////////////////////////////////////////////////////
901
/**
902
 * Adds a new child to the last position in the list of our Surface's children.
903
 * <p>
904
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
905
 * DistortedMaster (by calling doWork())
906
 *
907
 * @param surface InputSurface to initialize our child Node with.
908
 * @param effects DistortedEffects to initialize our child Node with.
909
 * @param mesh MeshObject to initialize our child Node with.
910
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
911
 */
912
  public DistortedNode attach(DistortedSurface surface, DistortedEffects effects, MeshObject mesh)
913
    {
914
    DistortedNode node = new DistortedNode(surface,effects,mesh);
915
    mJobs.add(new Job(ATTACH,node));
916
    DistortedMaster.newSlave(this);
917
    return node;
918
    }
919

    
920
///////////////////////////////////////////////////////////////////////////////////////////////////
921
/**
922
 * Removes the first occurrence of a specified child from the list of children of our Surface.
923
 * <p>
924
 * A bit questionable method as there can be many different Nodes attached as children, some
925
 * of them having the same Effects but - for instance - different Mesh. Use with care.
926
 * <p>
927
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
928
 * DistortedMaster (by calling doWork())
929
 *
930
 * @param effects DistortedEffects to remove.
931
 */
932
  public void detach(DistortedEffects effects)
933
    {
934
    long id = effects.getID();
935
    DistortedNode node;
936
    boolean detached = false;
937

    
938
    for(int i=0; i<mNumChildren; i++)
939
      {
940
      node = mChildren.get(i);
941

    
942
      if( node.getEffects().getID()==id )
943
        {
944
        detached = true;
945
        mJobs.add(new Job(DETACH,node));
946
        DistortedMaster.newSlave(this);
947
        break;
948
        }
949
      }
950

    
951
    if( !detached )
952
      {
953
      // if we failed to detach any, it still might be the case that
954
      // there's an ATTACH job that we need to cancel.
955
      int num = mJobs.size();
956
      Job job;
957

    
958
      for(int i=0; i<num; i++)
959
        {
960
        job = mJobs.get(i);
961

    
962
        if( job.type==ATTACH && job.node.getEffects()==effects )
963
          {
964
          mJobs.remove(i);
965
          break;
966
          }
967
        }
968
      }
969
    }
970

    
971
///////////////////////////////////////////////////////////////////////////////////////////////////
972
/**
973
 * Removes the first occurrence of a specified child from the list of children of our Surface.
974
 * <p>
975
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
976
 * DistortedMaster (by calling doWork())
977
 *
978
 * @param node The Node to remove.
979
 */
980
  public void detach(DistortedNode node)
981
    {
982
    mJobs.add(new Job(DETACH,node));
983
    DistortedMaster.newSlave(this);
984
    }
985

    
986
///////////////////////////////////////////////////////////////////////////////////////////////////
987
/**
988
 * Removes all children Nodes.
989
 * <p>
990
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
991
 * DistortedMaster (by calling doWork())
992
 */
993
  public void detachAll()
994
    {
995
    mJobs.add(new Job(DETALL,null));
996
    DistortedMaster.newSlave(this);
997
    }
998

    
999
///////////////////////////////////////////////////////////////////////////////////////////////////
1000
/**
1001
 * This is not really part of the public API. Has to be public only because it is a part of the
1002
 * DistortedSlave interface, which should really be a class that we extend here instead but
1003
 * Java has no multiple inheritance.
1004
 *
1005
 * @y.exclude
1006
 */
1007
  public void doWork()
1008
    {
1009
    int num = mJobs.size();
1010
    Job job;
1011

    
1012
    for(int i=0; i<num; i++)
1013
      {
1014
      job = mJobs.remove(0);
1015

    
1016
      switch(job.type)
1017
        {
1018
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1019
                     job.node.setSurfaceParent(this);
1020
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1021
                     mNumChildren++;
1022
                     break;
1023
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1024
                       {
1025
                       job.node.setSurfaceParent(null);
1026
                       mNumChildren--;
1027
                       }
1028
                     break;
1029
        case DETALL: if( mNumChildren>0 )
1030
                       {
1031
                       DistortedNode tmp;
1032

    
1033
                       for(int j=mNumChildren-1; j>=0; j--)
1034
                         {
1035
                         tmp = mChildren.remove(j);
1036
                         tmp.setSurfaceParent(null);
1037
                         }
1038

    
1039
                       mNumChildren = 0;
1040
                       }
1041
                     break;
1042
        case SORT  : mChildren.remove(job.node);
1043
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1044
                     break;
1045
        }
1046
      }
1047
    }
1048
}
(7-7/20)