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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ ae2802b1

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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.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  private int mDebugLevel;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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  ////////////////////////////////////////////////////////////////////////////////
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  // section dealing with Shader Storage Buffer Object (for counting transparency)
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  private static final int FRAME_DELAY = 3;
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  private static int mBufferSize       =10;
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  private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter();
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  private static int[] mSSBO = new int[1];
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  private static IntBuffer mIntBuffer;
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  static
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    {
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    mSSBO[0]= -1;
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    }
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  private int mSurfaceID;
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  private int mLastIndex;
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  private int[] mLastValue = new int[FRAME_DELAY];
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  private int mLastDiff = -1;
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  private static final int RUNNING_AVERAGE = 10;
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  private int[] mRunningAvg = new int[RUNNING_AVERAGE];
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  private int mAvgIndex;
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  private int mAvgSum;
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  // end section
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  ////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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  abstract void createSurface();
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  abstract void deleteSurface();
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  abstract void recreateSurface();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    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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    mTime = 0;
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    mDebugLevel = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = 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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// Must be called from a thread holding OpenGL Context
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  void create()
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    {
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    if( mSSBO[0]<0 )
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      {
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      GLES31.glGenBuffers(1,mSSBO,0);
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      // here bind the new SSBO and map it
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      }
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    mSurfaceID = mSurfaceCounter.returnNext();
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    if( mSurfaceID>=mBufferSize )
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      {
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      // increase size of the Buffer, copy over old values, remap.
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      int[] tmp = new int[FRAME_DELAY *mBufferSize];
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      for(int i = 0; i< FRAME_DELAY *mBufferSize; i++) tmp[i] = mIntBuffer.get(i);
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      mBufferSize*= 2;
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 0, 0);
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      GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER,0);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      for(int i=0;i<tmp.length;i++) mIntBuffer.put(i,tmp[i]);
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      }
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    createSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void delete()
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    {
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    mSurfaceCounter.release(mSurfaceID);
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    deleteSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void recreate()
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    {
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    mSSBO[0]  = -1;
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    mLastDiff = -1;
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    for(int i = 0; i< FRAME_DELAY; i++) mLastValue[i] = 0;
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    mSurfaceCounter.releaseAll();
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    recreateSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNewCounter()
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    {
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    return FRAME_DELAY*mSurfaceID + mLastIndex;
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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;
270

    
271
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
272
        }
273
      else             // parallel projection
274
        {
275
        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;
281
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
282

    
283
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
284
        }
285
      }
286
    }
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288
///////////////////////////////////////////////////////////////////////////////////////////////////
289

    
290
  private static void createBuffers(int width, int height, float near)
291
    {
292
    float mipmap=1.0f;
293

    
294
    for(int j=0; j<EffectQuality.LENGTH; j++)
295
      {
296
      mBuffer[j] = new DistortedFramebuffer(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);
300

    
301
      mipmap *= EffectQuality.MULTIPLIER;
302
      }
303

    
304
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
305

    
306
    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
308
    GLES31.glColorMask(true,true,true,true);
309
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
310
    GLES31.glClearDepthf(1.0f);
311
    GLES31.glClearStencil(0);
312

    
313
    for(int j=0; j<EffectQuality.LENGTH; j++)
314
      {
315
      mBuffer[j].setAsOutput();
316
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
317
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
318
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
319
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
320
      }
321
    }
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323
///////////////////////////////////////////////////////////////////////////////////////////////////
324

    
325
  static synchronized void onDestroy()
326
    {
327
    for(int j=0; j<EffectQuality.LENGTH; j++)
328
      {
329
      mBuffer[j] = null;
330
      }
331
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
334
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
335
// set of them) so before we use them for output, we need to adjust the Vieport as if they were
336
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
337
// adjust the texture coords - see the get{Width|Height}Correction functions.
338

    
339
  private static void cloneViewport(DistortedOutputSurface from)
340
    {
341
    if( mBuffer[0].mWidth != from.mWidth )
342
      {
343
      DistortedOutputSurface surface;
344

    
345
      for(int i=0; i<EffectQuality.LENGTH; i++)
346
        {
347
        surface = mBuffer[i];
348

    
349
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
350
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
351

    
352
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
353

    
354
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
355

    
356
        surface.createProjection();
357

    
358
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
359
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
360

    
361
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
362
          {
363
          surface.mRealWidth = maxw;
364
          surface.mRealHeight = maxh;
365

    
366
          surface.recreateSurface();
367
          surface.createSurface();
368
          }
369
        }
370
      }
371
    }
372

    
373
///////////////////////////////////////////////////////////////////////////////////////////////////
374

    
375
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
376
    {
377
    GLES31.glViewport(0, 0, mWidth, mHeight);
378
    setAsOutput(currTime);
379
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
380
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
381
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
382
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
383

    
384
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
385
    GLES31.glStencilMask(0x00);
386

    
387
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
388
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
389
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
390
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
391
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
392

    
393
    // clear buffers
394
    GLES31.glStencilMask(0xff);
395
    GLES31.glDepthMask(true);
396
    GLES31.glColorMask(true,true,true,true);
397
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
398
    GLES31.glClearDepthf(1.0f);
399
    GLES31.glClearStencil(0);
400

    
401
    buffer.setAsOutput();
402
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
403
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
404
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
405
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
406

    
407
    return 1;
408
    }
409

    
410
///////////////////////////////////////////////////////////////////////////////////////////////////
411
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
412
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
413
// to a whole buffer and merge it.
414

    
415
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
416
    {
417
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
418
    DistortedNode child1, child2;
419
    EffectQueuePostprocess lastQueue=null, currQueue;
420
    long lastBucket=0, currBucket;
421

    
422
    for(int i=0; i<numChildren; i++)
423
      {
424
      child1 = children.get(i);
425
      currQueue = child1.getPostprocessQueue();
426
      currBucket= currQueue.getID();
427

    
428
      if( currBucket==0 ) numRenders += child1.draw(time,this);
429
      else
430
        {
431
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
432

    
433
        if( lastBucket!=currBucket )
434
          {
435
          if( lastBucket!=0 )
436
            {
437
            for(int j=bucketChange; j<i; j++)
438
              {
439
              child2 = children.get(j);
440
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
441
              }
442

    
443
            numRenders += lastQueue.postprocess(mBuffer);
444
            numRenders += blitWithDepth(time, mBuffer[quality]);
445
            }
446

    
447
          internalQuality = currQueue.getInternalQuality();
448
          quality         = currQueue.getQuality();
449
          bucketChange    = i;
450

    
451
          cloneViewport(this);
452
          }
453

    
454
        child1.draw(time,mBuffer[quality]);
455

    
456
        if( i==numChildren-1 )
457
          {
458
          for(int j=bucketChange; j<numChildren; j++)
459
            {
460
            child2 = children.get(j);
461
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
462
            }
463

    
464
          numRenders += currQueue.postprocess(mBuffer);
465
          numRenders += blitWithDepth(time, mBuffer[quality]);
466
          }
467
        }
468

    
469
      lastQueue = currQueue;
470
      lastBucket= currBucket;
471
      }
472

    
473
    return numRenders;
474
    }
475

    
476
///////////////////////////////////////////////////////////////////////////////////////////////////
477

    
478
  ArrayList<DistortedNode> getChildren()
479
    {
480
    return mChildren;
481
    }
482

    
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
/**
485
 * Not part of the Public API.
486
 *
487
 * @y.exclude
488
 */
489
  public float getWidthCorrection()
490
    {
491
    return (float)mWidth/mRealWidth;
492
    }
493

    
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495
/**
496
 * Not part of the Public API.
497
 *
498
 * @y.exclude
499
 */
500
  public float getHeightCorrection()
501
    {
502
    return (float)mHeight/mRealHeight;
503
    }
504

    
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506
// PUBLIC API
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508
/**
509
 * Make the library show various debugging information.
510
 * <p>
511
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
512
 *
513
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
514
 */
515
  public void setDebug(int bitmask)
516
    {
517
    if( this instanceof DistortedScreen )
518
      mDebugLevel = bitmask;
519
    }
520

    
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522

    
523
/**
524
 * Draws all the attached children to this OutputSurface.
525
 * <p>
526
 * Must be called from a thread holding OpenGL Context.
527
 *
528
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
529
 * @return Number of objects rendered.
530
 */
531
  public int render(long time)
532
    {
533
    if( mDebugLevel!=0 ) prepareDebug(time);
534

    
535
    // change tree topology (attach and detach children)
536
/*
537
    boolean changed1 =
538
*/
539
    DistortedMaster.toDo();
540
/*
541
    if( changed1 )
542
      {
543
      for(int i=0; i<mNumChildren; i++)
544
        {
545
        mChildren.get(i).debug(0);
546
        }
547

    
548
      DistortedNode.debugMap();
549
      }
550
*/
551
    // create and delete all underlying OpenGL resources
552
    // Watch out: FIRST change topology, only then deal
553
    // with OpenGL resources. That's because changing Tree
554
    // can result in additional Framebuffers that would need
555
    // to be created immediately, before the calls to drawRecursive()
556
/*
557
    boolean changed2 =
558
*/
559
    toDo();
560
/*
561
    if( changed2 )
562
      {
563
      DistortedObject.debugLists();
564
      }
565
*/
566
    // mark OpenGL state as unknown
567
    DistortedRenderState.reset();
568

    
569
    int numRenders=0;
570

    
571
    for(int i=0; i<mNumChildren; i++)
572
      {
573
      numRenders += mChildren.get(i).renderRecursive(time);
574
      }
575

    
576
    setAsOutput(time);
577
    numRenders += renderChildren(time,mNumChildren,mChildren);
578

    
579
    if( mDebugLevel != 0 ) renderDebug(time);
580

    
581
    return numRenders;
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585
/**
586
 * Bind this Surface as a Framebuffer we can render to.
587
 *
588
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
589
 *             out if this is the first time during present frame that this FBO is being set as output.
590
 *             If so, the library, in addition to binding the Surface for output, also clears the
591
 *             Surface's color and depth attachments.
592
 */
593
  public void setAsOutput(long time)
594
    {
595
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
596

    
597
    if( mTime!=time )
598
      {
599
      mTime = time;
600
      DistortedRenderState.colorDepthStencilOn();
601
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
602
      GLES31.glClearDepthf(mClearDepth);
603
      GLES31.glClearStencil(mClearStencil);
604
      GLES31.glClear(mClear);
605
      DistortedRenderState.colorDepthStencilRestore();
606

    
607
      if( mSSBO[0]>=0 )
608
        {
609
        // yes, this DOES keep on working when 'value' overflows into negative territory.
610
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
611
/*
612
        if( value-mLastValue[mLastIndex]!=mLastDiff )
613
          {
614
          android.util.Log.d("surface", "id " + mSurfaceID +
615
                             (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
616
                             " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
617
                             + " avg: " + (mAvgSum/RUNNING_AVERAGE)
618
                            );
619
          }
620
*/
621
        mLastDiff = value-mLastValue[mLastIndex];
622
        mLastValue[mLastIndex] = value;
623

    
624
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
625
        mRunningAvg[mAvgIndex] = mLastDiff;
626
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
627
        }
628

    
629
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
630
      }
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634
/**
635
 * Bind this Surface as a Framebuffer we can render to.
636
 * <p>
637
 * This version does not attempt to clear anything.
638
 */
639

    
640
  public void setAsOutput()
641
    {
642
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
/**
647
 * Return the Near plane of the Projection included in the Surface.
648
 *
649
 * @return the Near plane.
650
 */
651
  public float getNear()
652
    {
653
    return mNear;
654
    }
655

    
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657
/**
658
 * Set mipmap level.
659
 * <p>
660
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
661
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
662
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
663
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
664
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
665
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
666
 * <p>
667
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
668
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
669
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
670
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
671
 *
672
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
673
 *               does not make any sense (that would result in loss of speed and no gain in quality)
674
 */
675
  public void setMipmap(float mipmap)
676
    {
677
    mMipmap = mipmap;
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
683
 * this Surface at the beginning of each frame.
684
 *
685
 * @param r the Red component. Default: 0.0f
686
 * @param g the Green component. Default: 0.0f
687
 * @param b the Blue component. Default: 0.0f
688
 * @param a the Alpha component. Default: 0.0f
689
 */
690
  public void glClearColor(float r, float g, float b, float a)
691
    {
692
    mClearR = r;
693
    mClearG = g;
694
    mClearB = b;
695
    mClearA = a;
696
    }
697

    
698
///////////////////////////////////////////////////////////////////////////////////////////////////
699
/**
700
 * Uses glClearDepthf() to set up a value with which to clear
701
 * the Depth buffer of our Surface at the beginning of each frame.
702
 *
703
 * @param d the Depth. Default: 1.0f
704
 */
705
  public void glClearDepthf(float d)
706
    {
707
    mClearDepth = d;
708
    }
709

    
710
///////////////////////////////////////////////////////////////////////////////////////////////////
711
/**
712
 * Uses glClearStencil() to set up a value with which to clear the
713
 * Stencil buffer of our Surface at the beginning of each frame.
714
 *
715
 * @param s the Stencil. Default: 0
716
 */
717
  public void glClearStencil(int s)
718
    {
719
    mClearStencil = s;
720
    }
721

    
722
///////////////////////////////////////////////////////////////////////////////////////////////////
723
/**
724
 * Which buffers to Clear at the beginning of each frame?
725
 * <p>
726
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
727
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
728
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
729
 *
730
 * @param mask bitwise OR of BUFFER_BITs to clear.
731
 */
732
  public void glClear(int mask)
733
    {
734
    mClear = mask;
735
    }
736

    
737
///////////////////////////////////////////////////////////////////////////////////////////////////
738
/**
739
 * Create new Projection matrix.
740
 *
741
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
742
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
743
 * @param near Distance between the screen plane and the near plane.
744
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
745
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
746
 */
747
  public void setProjection(float fov, float near)
748
    {
749
    if( fov < 180.0f && fov >=0.0f )
750
      {
751
      mFOV = fov;
752
      }
753

    
754
    if( near<   1.0f && near> 0.0f )
755
      {
756
      mNear= near;
757
      }
758
    else if( near<=0.0f )
759
      {
760
      mNear = 0.01f;
761
      }
762
    else if( near>=1.0f )
763
      {
764
      mNear=0.99f;
765
      }
766

    
767
    if( mBuffer[0]!=null )
768
      {
769
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
770
      }
771

    
772
    createProjection();
773
    }
774

    
775
///////////////////////////////////////////////////////////////////////////////////////////////////
776
/**
777
 * Resize the underlying Framebuffer.
778
 * <p>
779
 * This method can be safely called mid-render as it doesn't interfere with rendering.
780
 *
781
 * @param width The new width.
782
 * @param height The new height.
783
 */
784
  public void resize(int width, int height)
785
    {
786
    if( mWidth!=width || mHeight!=height )
787
      {
788
      mWidth = mRealWidth = width;
789
      mHeight= mRealHeight= height;
790

    
791
      createProjection();
792

    
793
      if( mColorCreated==CREATED )
794
        {
795
        markForCreation();
796
        recreate();
797
        }
798
      }
799
    }
800

    
801
///////////////////////////////////////////////////////////////////////////////////////////////////
802
/**
803
 * Return true if the Surface contains a DEPTH attachment.
804
 *
805
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
806
 */
807
  public boolean hasDepth()
808
    {
809
    return mDepthStencilCreated==CREATED;
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813
/**
814
 * Return true if the Surface contains a STENCIL attachment.
815
 *
816
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
817
 */
818
  public boolean hasStencil()
819
    {
820
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
821
    }
822

    
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825
 * Adds a new child to the last position in the list of our Surface's children.
826
 * <p>
827
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
828
 * DistortedMaster (by calling doWork())
829
 *
830
 * @param node The new Node to add.
831
 */
832
  public void attach(DistortedNode node)
833
    {
834
    mJobs.add(new Job(ATTACH,node));
835
    DistortedMaster.newSlave(this);
836
    }
837

    
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * Adds a new child to the last position in the list of our Surface's children.
841
 * <p>
842
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
843
 * DistortedMaster (by calling doWork())
844
 *
845
 * @param surface InputSurface to initialize our child Node with.
846
 * @param effects DistortedEffects to initialize our child Node with.
847
 * @param mesh MeshObject to initialize our child Node with.
848
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
849
 */
850
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
851
    {
852
    DistortedNode node = new DistortedNode(surface,effects,mesh);
853
    mJobs.add(new Job(ATTACH,node));
854
    DistortedMaster.newSlave(this);
855
    return node;
856
    }
857

    
858
///////////////////////////////////////////////////////////////////////////////////////////////////
859
/**
860
 * Removes the first occurrence of a specified child from the list of children of our Surface.
861
 * <p>
862
 * A bit questionable method as there can be many different Nodes attached as children, some
863
 * of them having the same Effects but - for instance - different Mesh. Use with care.
864
 * <p>
865
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
866
 * DistortedMaster (by calling doWork())
867
 *
868
 * @param effects DistortedEffects to remove.
869
 */
870
  public void detach(DistortedEffects effects)
871
    {
872
    long id = effects.getID();
873
    DistortedNode node;
874
    boolean detached = false;
875

    
876
    for(int i=0; i<mNumChildren; i++)
877
      {
878
      node = mChildren.get(i);
879

    
880
      if( node.getEffects().getID()==id )
881
        {
882
        detached = true;
883
        mJobs.add(new Job(DETACH,node));
884
        DistortedMaster.newSlave(this);
885
        break;
886
        }
887
      }
888

    
889
    if( !detached )
890
      {
891
      // if we failed to detach any, it still might be the case that
892
      // there's an ATTACH job that we need to cancel.
893
      int num = mJobs.size();
894
      Job job;
895

    
896
      for(int i=0; i<num; i++)
897
        {
898
        job = mJobs.get(i);
899

    
900
        if( job.type==ATTACH && job.node.getEffects()==effects )
901
          {
902
          mJobs.remove(i);
903
          break;
904
          }
905
        }
906
      }
907
    }
908

    
909
///////////////////////////////////////////////////////////////////////////////////////////////////
910
/**
911
 * Removes the first occurrence of a specified child from the list of children of our Surface.
912
 * <p>
913
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
914
 * DistortedMaster (by calling doWork())
915
 *
916
 * @param node The Node to remove.
917
 */
918
  public void detach(DistortedNode node)
919
    {
920
    mJobs.add(new Job(DETACH,node));
921
    DistortedMaster.newSlave(this);
922
    }
923

    
924
///////////////////////////////////////////////////////////////////////////////////////////////////
925
/**
926
 * Removes all children Nodes.
927
 * <p>
928
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
929
 * DistortedMaster (by calling doWork())
930
 */
931
  public void detachAll()
932
    {
933
    mJobs.add(new Job(DETALL,null));
934
    DistortedMaster.newSlave(this);
935
    }
936

    
937
///////////////////////////////////////////////////////////////////////////////////////////////////
938
/**
939
 * This is not really part of the public API. Has to be public only because it is a part of the
940
 * DistortedSlave interface, which should really be a class that we extend here instead but
941
 * Java has no multiple inheritance.
942
 *
943
 * @y.exclude
944
 */
945
  public void doWork()
946
    {
947
    int num = mJobs.size();
948
    Job job;
949

    
950
    for(int i=0; i<num; i++)
951
      {
952
      job = mJobs.remove(0);
953

    
954
      switch(job.type)
955
        {
956
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
957
                     job.node.setSurfaceParent(this);
958
                     DistortedMaster.addSorted(mChildren,job.node);
959
                     mNumChildren++;
960
                     break;
961
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
962
                       {
963
                       job.node.setSurfaceParent(null);
964
                       mNumChildren--;
965
                       }
966
                     break;
967
        case DETALL: if( mNumChildren>0 )
968
                       {
969
                       DistortedNode tmp;
970

    
971
                       for(int j=mNumChildren-1; j>=0; j--)
972
                         {
973
                         tmp = mChildren.remove(j);
974
                         tmp.setSurfaceParent(null);
975
                         }
976

    
977
                       mNumChildren = 0;
978
                       }
979
                     break;
980
        case SORT  : mChildren.remove(job.node);
981
                     DistortedMaster.addSorted(mChildren,job.node);
982
                     break;
983
        }
984
      }
985
    }
986
}
(9-9/22)