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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ ad16ed3b

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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;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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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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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] mBuffer1, mBuffer2;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthCreated;
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  int[] mDepthH = new int[1];
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  int[] mFBOH   = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClear;
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//private String sNew="", sOld="";
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  float mMipmap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int createDepth, int fbo, int type)
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    {
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    super(width,height,createColor,type);
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthCreated= createDepth;
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    mFBOH[0]     = fbo;
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    mDepthH[0]   = 0;
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    mTime = 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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    mClear = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer1 = new DistortedFramebuffer[EffectQuality.LENGTH];
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    mBuffer2 = new DistortedFramebuffer[EffectQuality.LENGTH];
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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//sNew = "";
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    for(int i=0; i<num; i++)
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      {
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      child = children.get(i);
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      currP = child.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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//sNew += currB;
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      if( lastB!=currB && lastB!=0 )
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        {
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        numRenders += lastP.postprocess(time,this);
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        }
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      if( currB==0 )
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        {
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        numRenders += child.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer1[0]==null )
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          {
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          float mipmap=1.0f;
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          for(int j=0; j<EffectQuality.LENGTH; j++)
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            {
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            mBuffer1[j] = new DistortedFramebuffer( mDepthCreated!=DONT_CREATE, DistortedObject.TYPE_SYST,
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                                                    (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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            mBuffer2[j] = new DistortedFramebuffer( false                     , DistortedObject.TYPE_SYST,
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                                                    (int)(mWidth*mipmap), (int)(mHeight*mipmap) );
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            mBuffer1[j].mMipmap = mipmap;
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            mipmap *= EffectQuality.MULTIPLIER;
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            }
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          DistortedObject.toDo();  // create immediately
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          }
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        numRenders += child.draw(time,mBuffer1[currP.getQuality()]);
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        if( i==num-1 )
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          {
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          numRenders += currP.postprocess(time,this);
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          }
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        }
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      lastP = currP;
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      lastB = currB;
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      }
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/*
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if( !sNew.equals(sOld) )
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  {
207
  sOld = sNew;
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  android.util.Log.e("surface", "Surface"+getID()+": "+sOld);
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  }
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*/
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
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    {
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    mJobs.add(new Job(t,n,d));
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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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 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
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 */
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  public int render(long time)
233
    {
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    // change tree topology (attach and detach children)
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/*
236
    boolean changed1 =
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*/
238
    DistortedMaster.toDo();
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/*
240
    if( changed1 )
241
      {
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      for(int i=0; i<mNumChildren; i++)
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        {
244
        mChildren.get(i).debug(0);
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        }
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247
      DistortedNode.debugMap();
248
      }
249
*/
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    // create and delete all underlying OpenGL resources
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    // Watch out: FIRST change topology, only then deal
252
    // with OpenGL resources. That's because changing Tree
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    // can result in additional Framebuffers that would need
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    // to be created immediately, before the calls to drawRecursive()
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/*
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    boolean changed2 =
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*/
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    toDo();
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/*
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    if( changed2 )
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      {
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      DistortedObject.debugLists();
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      }
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*/
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    // mark OpenGL state as unknown
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    DistortedRenderState.reset();
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    int numRenders=0;
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    for(int i=0; i<mNumChildren; i++)
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      {
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      numRenders += mChildren.get(i).renderRecursive(time);
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      }
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    setAsOutput(time);
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    numRenders += renderChildren(time,mNumChildren,mChildren);
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Bind this Surface as a Framebuffer we can render to.
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 *
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 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
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 *             out if this is the first time during present frame that this FBO is being set as output.
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 *             If so, the library, in addition to binding the Surface for output, also clears the
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 *             Surface's color and depth attachments.
289
 */
290
  public void setAsOutput(long time)
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    {
292
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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294
    if( mTime!=time )
295
      {
296
      mTime = time;
297
      DistortedRenderState.colorDepthOn();
298
      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
299
      GLES30.glClearDepthf(mClearDepth);
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      GLES30.glClear(mClear);
301
      }
302
    }
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304
///////////////////////////////////////////////////////////////////////////////////////////////////
305
/**
306
 * Set mipmap level.
307
 * <p>
308
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
309
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
310
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
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 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
312
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
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 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
314
 * <p>
315
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
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 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
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 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
318
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
319
 *
320
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
321
 *               does not make any sense (that would result in loss of speed and no gain in quality)
322
 */
323
  public void setMipmap(float mipmap)
324
    {
325
    mMipmap = mipmap;
326
    }
327

    
328
///////////////////////////////////////////////////////////////////////////////////////////////////
329
/**
330
 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
331
 * this Surface at the beginning of each frame.
332
 *
333
 * @param r the Red component. Default: 0.0f
334
 * @param g the Green component. Default: 0.0f
335
 * @param b the Blue component. Default: 0.0f
336
 * @param a the Alpha component. Default: 0.0f
337
 */
338
  public void glClearColor(float r, float g, float b, float a)
339
    {
340
    mClearR = r;
341
    mClearG = g;
342
    mClearB = b;
343
    mClearA = a;
344
    }
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346
///////////////////////////////////////////////////////////////////////////////////////////////////
347
/**
348
 * Set the Depth value of GLES30.glClearDepthf() to set up depth with which to clear
349
 * the Depth buffer of Surface at the beginning of each frame.
350
 *
351
 * @param d the Depth. Default: 1.0f
352
 */
353
  public void glClearDepthf(float d)
354
    {
355
    mClearDepth = d;
356
    }
357

    
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
/**
360
 * Which buffers to Clear at the beginning of each frame?
361
 * <p>
362
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
363
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
364
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
365
 *
366
 * @param mask bitwise OR of BUFFER_BITs to clear.
367
 */
368
  public void glClear(int mask)
369
    {
370
    mClear = mask;
371
    }
372

    
373
///////////////////////////////////////////////////////////////////////////////////////////////////
374
/**
375
 * Create new Projection matrix.
376
 *
377
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
378
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
379
 * @param near Distance between the screen plane and the near plane.
380
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
381
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
382
 */
383
  public void setProjection(float fov, float near)
384
    {
385
    if( fov < 180.0f && fov >=0.0f )
386
      {
387
      mFOV = fov;
388
      }
389

    
390
    if( near<   1.0f && near> 0.0f )
391
      {
392
      mNear= near;
393
      }
394
    else if( near<=0.0f )
395
      {
396
      mNear = 0.01f;
397
      }
398
    else if( near>=1.0f )
399
      {
400
      mNear=0.99f;
401
      }
402

    
403
    createProjection();
404
    }
405

    
406
///////////////////////////////////////////////////////////////////////////////////////////////////
407
/**
408
 * Resize the underlying Framebuffer.
409
 * <p>
410
 * This method can be safely called mid-render as it doesn't interfere with rendering.
411
 *
412
 * @param width The new width.
413
 * @param height The new height.
414
 */
415
  public void resize(int width, int height)
416
    {
417
    if( mWidth!=width || mHeight!=height )
418
      {
419
      mWidth = width;
420
      mHeight= height;
421

    
422
      createProjection();
423

    
424
      if( mColorCreated==CREATED )
425
        {
426
        markForCreation();
427
        recreate();
428
        }
429
      }
430
    }
431

    
432
///////////////////////////////////////////////////////////////////////////////////////////////////
433
/**
434
 * Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTH attachment and recreate it.
435
 *
436
 * @param enable <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
437
 *               <bold>false</bold> if we want to detach the DEPTH attachment.
438
 */
439
  public void enableDepth(boolean enable)
440
    {
441
    if( enable && mDepthCreated==DONT_CREATE )
442
      {
443
      mDepthCreated = NOT_CREATED_YET;
444
      markForCreation();
445
      }
446
    if( !enable && mDepthCreated!=DONT_CREATE )
447
      {
448
      mDepthCreated = DONT_CREATE;
449
      markForCreation();
450
      }
451
    }
452

    
453
///////////////////////////////////////////////////////////////////////////////////////////////////
454
/**
455
 * Return true if the Surface contains a DEPTH attachment.
456
 *
457
 * @return <bold>true</bold> if the FBO contains a DEPTH attachment.
458
 */
459
  public boolean hasDepth()
460
    {
461
    return mDepthCreated==CREATED;
462
    }
463

    
464
///////////////////////////////////////////////////////////////////////////////////////////////////
465
/**
466
 * Adds a new child to the last position in the list of our Surface's children.
467
 * <p>
468
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
469
 * DistortedMaster (by calling doWork())
470
 *
471
 * @param node The new Node to add.
472
 */
473
  public void attach(DistortedNode node)
474
    {
475
    mJobs.add(new Job(ATTACH,node,null));
476
    DistortedMaster.newSlave(this);
477
    }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480
/**
481
 * Adds a new child to the last position in the list of our Surface's children.
482
 * <p>
483
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
484
 * DistortedMaster (by calling doWork())
485
 *
486
 * @param surface InputSurface to initialize our child Node with.
487
 * @param effects DistortedEffects to initialize our child Node with.
488
 * @param mesh MeshObject to initialize our child Node with.
489
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
490
 */
491
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
492
    {
493
    DistortedNode node = new DistortedNode(surface,effects,mesh);
494
    mJobs.add(new Job(ATTACH,node,null));
495
    DistortedMaster.newSlave(this);
496
    return node;
497
    }
498

    
499
///////////////////////////////////////////////////////////////////////////////////////////////////
500
/**
501
 * Removes the first occurrence of a specified child from the list of children of our Surface.
502
 * <p>
503
 * A bit questionable method as there can be many different Nodes attached as children, some
504
 * of them having the same Effects but - for instance - different Mesh. Use with care.
505
 * <p>
506
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
507
 * DistortedMaster (by calling doWork())
508
 *
509
 * @param effects DistortedEffects to remove.
510
 */
511
  public void detach(DistortedEffects effects)
512
    {
513
    long id = effects.getID();
514
    DistortedNode node;
515
    boolean detached = false;
516

    
517
    for(int i=0; i<mNumChildren; i++)
518
      {
519
      node = mChildren.get(i);
520

    
521
      if( node.getEffects().getID()==id )
522
        {
523
        detached = true;
524
        mJobs.add(new Job(DETACH,node,null));
525
        DistortedMaster.newSlave(this);
526
        break;
527
        }
528
      }
529

    
530
    if( !detached )
531
      {
532
      // if we failed to detach any, it still might be the case that
533
      // there's an ATTACH job that we need to cancel.
534
      int num = mJobs.size();
535
      Job job;
536

    
537
      for(int i=0; i<num; i++)
538
        {
539
        job = mJobs.get(i);
540

    
541
        if( job.type==ATTACH && job.node.getEffects()==effects )
542
          {
543
          mJobs.remove(i);
544
          break;
545
          }
546
        }
547
      }
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551
/**
552
 * Removes the first occurrence of a specified child from the list of children of our Surface.
553
 * <p>
554
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
555
 * DistortedMaster (by calling doWork())
556
 *
557
 * @param node The Node to remove.
558
 */
559
  public void detach(DistortedNode node)
560
    {
561
    mJobs.add(new Job(DETACH,node,null));
562
    DistortedMaster.newSlave(this);
563
    }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566
/**
567
 * Removes all children Nodes.
568
 * <p>
569
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
570
 * DistortedMaster (by calling doWork())
571
 */
572
  public void detachAll()
573
    {
574
    mJobs.add(new Job(DETALL,null,null));
575
    DistortedMaster.newSlave(this);
576
    }
577

    
578
///////////////////////////////////////////////////////////////////////////////////////////////////
579
/**
580
 * This is not really part of the public API. Has to be public only because it is a part of the
581
 * DistortedSlave interface, which should really be a class that we extend here instead but
582
 * Java has no multiple inheritance.
583
 *
584
 * @y.exclude
585
 */
586
  public void doWork()
587
    {
588
    int num = mJobs.size();
589
    Job job;
590

    
591
    for(int i=0; i<num; i++)
592
      {
593
      job = mJobs.remove(0);
594

    
595
      switch(job.type)
596
        {
597
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
598
                     job.node.setSurfaceParent(this);
599
                     DistortedMaster.addSorted(mChildren,job.node);
600
                     mNumChildren++;
601
                     break;
602
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
603
                       {
604
                       job.node.setSurfaceParent(null);
605
                       mNumChildren--;
606
                       }
607
                     break;
608
        case DETALL: if( mNumChildren>0 )
609
                       {
610
                       DistortedNode tmp;
611

    
612
                       for(int j=mNumChildren-1; j>=0; j--)
613
                         {
614
                         tmp = mChildren.remove(j);
615
                         tmp.setSurfaceParent(null);
616
                         }
617

    
618
                       mNumChildren = 0;
619
                       }
620
                     break;
621
        case SORT  : job.node.setPost(job.dep);
622
                     mChildren.remove(job.node);
623
                     DistortedMaster.addSorted(mChildren,job.node);
624
                     break;
625
        }
626
      }
627
    }
628
}
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