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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 DistortedAttacheable
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{
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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 float mFOV;
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int mWidth,mHeight,mDepth;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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mWidth = width;
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mHeight= height;
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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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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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mDepth = (int)((far-near)/2);
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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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mDepth = (int)((far-near)/2);
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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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int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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{
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int numRenders = 0;
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for(int i=0; i<num; i++)
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{
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numRenders += children.get(i).draw(time,this);
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}
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return numRenders;
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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)
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{
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// change tree topology (attach and detach children)
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/*
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boolean changed =
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*/
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DistortedAttachDaemon.toDo();
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/*
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// debugging only
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if( changed )
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{
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for(int i=0; i<mNumChildren; i++)
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{
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mChildren.get(i).debug(0);
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}
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DistortedNode.debugMap();
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}
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*/
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// create and delete all underlying OpenGL resources
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// Watch out: FIRST change topology, only then deal
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// with OpenGL resources. That's because changing Tree
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// can result in additional Framebuffers that would need
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// to be created immediately, before the calls to drawRecursive()
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toDo();
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/*
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// debugging only
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if( changed )
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{
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DistortedSurface.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();
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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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public void setAsOutput()
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{
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GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create new Projection matrix.
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*
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* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
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* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
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* @param near Distance between the screen plane and the near plane.
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* Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
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* pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
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*/
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public void setProjection(float fov, float near)
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{
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if( fov < 180.0f && fov >=0.0f ) mFOV = fov;
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if( near< 1.0f && near> 0.0f ) mNear= near;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Resize the underlying Framebuffer.
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* <p>
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* This method can be safely called mid-render as it doesn't interfere with rendering.
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*
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* @param width The new width.
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* @param height The new height.
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*/
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public void resize(int width, int height)
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{
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if( mWidth!=width || mHeight!=height )
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{
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mWidth = width;
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mHeight= height;
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mSizeX = width;
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mSizeY = height;
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createProjection();
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if( mColorCreated==CREATED )
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{
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markForCreation();
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recreate();
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTH attachment and recreate it.
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*
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* @param enable <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
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* <bold>false</bold> if we want to detach the DEPTH attachment.
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*/
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public void enableDepth(boolean enable)
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{
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if( enable && mDepthCreated==DONT_CREATE )
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{
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mDepthCreated = NOT_CREATED_YET;
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markForCreation();
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}
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if( !enable && mDepthCreated!=DONT_CREATE )
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{
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mDepthCreated = DONT_CREATE;
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markForCreation();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return true if the Surface contains a DEPTH attachment.
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*
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* @return <bold>true</bold> if the FBO contains a DEPTH attachment.
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*/
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public boolean hasDepth()
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{
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return mDepthCreated==CREATED;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new child to the last position in the list of our Surface's children.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* DistortedAttachDeamon (by calling attachNow())
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*
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* @param node The new Node to add.
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*/
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public void attach(DistortedNode node)
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{
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DistortedAttachDaemon.attach(this,node);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new child to the last position in the list of our Surface's children.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* DistortedAttachDeamon (by calling attachNow())
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*
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* @param surface InputSurface to initialize our child Node with.
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* @param effects DistortedEffects to initialize our child Node with.
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* @param mesh MeshObject to initialize our child Node with.
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* @return the newly constructed child Node, or null if we couldn't allocate resources.
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*/
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public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
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{
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DistortedNode node = new DistortedNode(surface,effects,mesh);
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DistortedAttachDaemon.attach(this,node);
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return node;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This is not really part of the public API. Has to be public only because it is a part of the
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* DistortedAttacheable interface, which should really be a class that we extend here instead but
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* Java has no multiple inheritance.
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*
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* @y.exclude
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* @param node new Node to add.
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*/
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public void attachNow(DistortedNode node)
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{
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if( mChildren==null ) mChildren = new ArrayList<>(2);
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mChildren.add(node);
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mNumChildren++;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes the first occurrence of a specified child from the list of children of our Surface.
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* <p>
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* A bit questionable method as there can be many different Nodes attached as children, some
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* of them having the same Effects but - for instance - different Mesh. Use with care.
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* <p>
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* We cannot do this mid-render - actual detachment will be done just before the next render, by the
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* DistortedAttachDeamon (by calling detachNow())
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*
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* @param effects DistortedEffects to remove.
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*/
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public void detach(DistortedEffects effects)
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{
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long id = effects.getID();
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DistortedNode node;
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for(int i=0; i<mNumChildren; i++)
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{
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node = mChildren.get(i);
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if( node.getEffects().getID()==id )
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{
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DistortedAttachDaemon.detach(this,node);
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break;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes the first occurrence of a specified child from the list of children of our Surface.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* DistortedAttachDeamon (by calling detachNow())
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*
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* @param node The Node to remove.
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*/
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public void detach(DistortedNode node)
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{
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DistortedAttachDaemon.detach(this,node);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This is not really part of the public API. Has to be public only because it is a part of the
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* DistortedAttacheable interface, which should really be a class that we extend here instead but
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* Java has no multiple inheritance.
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*
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* @y.exclude
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* @param node The Node to remove.
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*/
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public void detachNow(DistortedNode node)
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{
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if( mNumChildren>0 && mChildren.remove(node) )
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{
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mNumChildren--;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes all children Nodes.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* DistortedAttachDeamon (by calling detachAllNow())
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*/
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public void detachAll()
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{
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DistortedAttachDaemon.detachAll(this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This is not really part of the public API. Has to be public only because it is a part of the
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* DistortedAttacheable interface, which should really be a class that we extend here instead but
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* Java has no multiple inheritance.
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*
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* @y.exclude
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*/
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public void detachAllNow()
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{
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if( mNumChildren>0 )
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{
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mNumChildren = 0;
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mChildren.clear();
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}
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}
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}
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