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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ b3d1b670

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private 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 float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void oitClear(DistortedOutputSurface buffer)
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    {
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    DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(time,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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  private int oitRender(long currTime, int fbo)
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    {
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    float corrW = getWidthCorrection();
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    float corrH = getHeightCorrection();
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    // Do the Collapse Pass only if we do have a Depth attachment.
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    // Otherwise there's no point (in fact we then would create a feedback loop!)
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    if( mDepthStencilH[fbo] != 0 )
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      {
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      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
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      DistortedRenderState.switchOffColorDepthStencil();
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      DistortedEffects.oitCollapse(this, corrW, corrH);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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      }
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    setAsOutputFBO(currTime,fbo);
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    DistortedRenderState.switchColorDepthOnStencilOff();
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    DistortedEffects.oitRender(this, corrW, corrH);
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    DistortedRenderState.restoreColorDepthStencil();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void clearBuffer(DistortedOutputSurface buffer, int fbo)
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    {
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutputFBO(fbo);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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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 (lastQueue.postprocess) and merge it (this.oitBuild).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        setAsOutputFBO(time,fbo);
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        numRenders += child1.draw(time,this);
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        }
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      else
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        {
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        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket==0 )
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            {
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            clonePostprocessingViewport(this);
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            oitClear(this);
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            }
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          else
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              mBuffer[internalQuality].setAsOutputFBO(fbo);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer,fbo);
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            numRenders += oitBuild(time,mBuffer[quality],fbo);
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            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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            clearBuffer(mBuffer[quality],fbo);
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            }
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          internalQuality = currQueue.getInternalQuality();
408
          quality         = currQueue.getQuality();
409
          bucketChange    = i;
410 c9a24bfb Leszek Koltunski
          }
411
412 586b5fa1 Leszek Koltunski
        mBuffer[quality].setAsOutputFBO(time,fbo);
413 baa3989b Leszek Koltunski
        child1.drawNoBlend(time,mBuffer[quality]);
414 c9a24bfb Leszek Koltunski
415 8e28b6ff leszek
        if( i==numChildren-1 )
416 cf7394cc leszek
          {
417 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
418 c9a24bfb Leszek Koltunski
            {
419 3f44e745 Leszek Koltunski
            child2 = children.get(j);
420 586b5fa1 Leszek Koltunski
            mBuffer[internalQuality].setAsOutputFBO(fbo);
421 baa3989b Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
422 c9a24bfb Leszek Koltunski
            }
423
424 586b5fa1 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer,fbo);
425 8ebbc730 Leszek Koltunski
          numRenders += oitBuild(time,mBuffer[quality],fbo);
426 82890e13 Leszek Koltunski
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
427 1f19fba8 Leszek Koltunski
          numRenders += oitRender(time,fbo);  // merge the OIT linked list
428 586b5fa1 Leszek Koltunski
          clearBuffer(mBuffer[quality],fbo);
429 cf7394cc leszek
          }
430 56c6ca24 Leszek Koltunski
        } // end else (postprocessed child)
431 b9798977 leszek
432 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
433
      lastBucket= currBucket;
434 56c6ca24 Leszek Koltunski
      } // end main for loop
435
436 39086ebb leszek
    return numRenders;
437
    }
438
439 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
440
441 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
442 be60d4ff leszek
    {
443 26a4e5f6 leszek
    return mChildren;
444 be60d4ff leszek
    }
445
446 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
447
/**
448
 * Not part of the Public API.
449
 *
450
 * @y.exclude
451
 */
452
  public float getWidthCorrection()
453
    {
454
    return (float)mWidth/mRealWidth;
455
    }
456
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
/**
459
 * Not part of the Public API.
460
 *
461
 * @y.exclude
462
 */
463
  public float getHeightCorrection()
464
    {
465
    return (float)mHeight/mRealHeight;
466
    }
467
468 8ebbc730 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
469
470 b3d1b670 Leszek Koltunski
  private void setAsOutputFBO(long time, int fbo)
471 8ebbc730 Leszek Koltunski
    {
472
    if( fbo>=0 && fbo<mNumFBOs )
473
      {
474
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
475
476
      if (mTime[fbo] != time)
477
        {
478
        mTime[fbo] = time;
479
        clear();
480
        }
481
      }
482
    else
483
      {
484 586b5fa1 Leszek Koltunski
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
485
      }
486
    }
487
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489
/**
490
 * Not part of the Public API.
491
 *
492
 * @y.exclude
493
 */
494
  public void setAsOutputFBO(int fbo)
495
    {
496
    if( fbo>=0 && fbo<mNumFBOs )
497
      {
498
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
499
      }
500
    else
501
      {
502
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
503 8ebbc730 Leszek Koltunski
      }
504
    }
505
506 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
507
// PUBLIC API
508 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
509 c5369f1b leszek
/**
510 8ebbc730 Leszek Koltunski
 * Draws all the attached children to this OutputSurface's 0th FBO.
511 af4cc5db Leszek Koltunski
 * <p>
512
 * Must be called from a thread holding OpenGL Context.
513
 *
514 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
515 7691a39f leszek
 * @return Number of objects rendered.
516 c5369f1b leszek
 */
517 b2939df4 Leszek Koltunski
  public int render(long time)
518 8ebbc730 Leszek Koltunski
    {
519
    return render(time,0);
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
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
530
 * @return Number of objects rendered.
531
 */
532
  public int render(long time, int fbo)
533 af4cc5db Leszek Koltunski
    {
534 c204c69d leszek
    // change tree topology (attach and detach children)
535 889cce10 Leszek Koltunski
/*
536 42571056 Leszek Koltunski
    boolean changed1 =
537 889cce10 Leszek Koltunski
*/
538 efe3d8fe leszek
    DistortedMaster.toDo();
539 eadf0859 leszek
/*
540 42571056 Leszek Koltunski
    if( changed1 )
541 c204c69d leszek
      {
542
      for(int i=0; i<mNumChildren; i++)
543
        {
544 af27df87 leszek
        mChildren.get(i).debug(0);
545 c204c69d leszek
        }
546 af27df87 leszek
547 7691a39f leszek
      DistortedNode.debugMap();
548 c204c69d leszek
      }
549 eadf0859 leszek
*/
550 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
551
    // Watch out: FIRST change topology, only then deal
552
    // with OpenGL resources. That's because changing Tree
553
    // can result in additional Framebuffers that would need
554
    // to be created immediately, before the calls to drawRecursive()
555 42571056 Leszek Koltunski
/*
556
    boolean changed2 =
557
*/
558 f8377ef8 leszek
    toDo();
559 eadf0859 leszek
/*
560 42571056 Leszek Koltunski
    if( changed2 )
561 af27df87 leszek
      {
562 226144d0 leszek
      DistortedObject.debugLists();
563 42571056 Leszek Koltunski
      }
564 eadf0859 leszek
*/
565 c834348d leszek
    // mark OpenGL state as unknown
566
    DistortedRenderState.reset();
567 2ed1c692 leszek
568 b2939df4 Leszek Koltunski
    int numRenders=0;
569 7691a39f leszek
570 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
571 af4cc5db Leszek Koltunski
      {
572 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
573 af4cc5db Leszek Koltunski
      }
574 7691a39f leszek
575 8ebbc730 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
576 b2939df4 Leszek Koltunski
577 7691a39f leszek
    return numRenders;
578 af4cc5db Leszek Koltunski
    }
579
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581 c5369f1b leszek
/**
582
 * Bind this Surface as a Framebuffer we can render to.
583 02ab6f9d leszek
 *
584
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
585
 *             out if this is the first time during present frame that this FBO is being set as output.
586
 *             If so, the library, in addition to binding the Surface for output, also clears the
587
 *             Surface's color and depth attachments.
588 c5369f1b leszek
 */
589 95c441a2 leszek
  public void setAsOutput(long time)
590 a436ccc5 leszek
    {
591 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
592 95c441a2 leszek
593 8ebbc730 Leszek Koltunski
    if( mTime[0]!=time )
594 95c441a2 leszek
      {
595 8ebbc730 Leszek Koltunski
      mTime[0] = time;
596 88c7b603 Leszek Koltunski
      clear();
597 95c441a2 leszek
      }
598 a436ccc5 leszek
    }
599 af4cc5db Leszek Koltunski
600 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
601
/**
602
 * Bind this Surface as a Framebuffer we can render to.
603
 * <p>
604
 * This version does not attempt to clear anything.
605
 */
606
  public void setAsOutput()
607
    {
608 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
609 1dfc9074 leszek
    }
610
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612
/**
613
 * Return the Near plane of the Projection included in the Surface.
614
 *
615
 * @return the Near plane.
616
 */
617
  public float getNear()
618
    {
619
    return mNear;
620
    }
621
622 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
623
/**
624
 * Set mipmap level.
625
 * <p>
626
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
627
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
628
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
629
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
630
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
631
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
632 8426bd6a Leszek Koltunski
 * <p>
633
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
634
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
635
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
636
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
637 638b5b5c leszek
 *
638
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
639
 *               does not make any sense (that would result in loss of speed and no gain in quality)
640
 */
641
  public void setMipmap(float mipmap)
642
    {
643
    mMipmap = mipmap;
644
    }
645
646 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
649 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
650 a9f41fa3 leszek
 *
651
 * @param r the Red component. Default: 0.0f
652
 * @param g the Green component. Default: 0.0f
653
 * @param b the Blue component. Default: 0.0f
654
 * @param a the Alpha component. Default: 0.0f
655
 */
656
  public void glClearColor(float r, float g, float b, float a)
657
    {
658
    mClearR = r;
659
    mClearG = g;
660
    mClearB = b;
661
    mClearA = a;
662
    }
663
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665
/**
666 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
667
 * the Depth buffer of our Surface at the beginning of each frame.
668 a9f41fa3 leszek
 *
669
 * @param d the Depth. Default: 1.0f
670
 */
671
  public void glClearDepthf(float d)
672
    {
673
    mClearDepth = d;
674
    }
675
676 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
677
/**
678
 * Uses glClearStencil() to set up a value with which to clear the
679
 * Stencil buffer of our Surface at the beginning of each frame.
680
 *
681
 * @param s the Stencil. Default: 0
682
 */
683
  public void glClearStencil(int s)
684
    {
685
    mClearStencil = s;
686
    }
687
688 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
689
/**
690
 * Which buffers to Clear at the beginning of each frame?
691
 * <p>
692
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
693
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
694
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
695
 *
696
 * @param mask bitwise OR of BUFFER_BITs to clear.
697
 */
698
  public void glClear(int mask)
699
    {
700
    mClear = mask;
701
    }
702
703 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Create new Projection matrix.
706
 *
707
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
708 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
709
 * @param near Distance between the screen plane and the near plane.
710 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
711
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
712 af4cc5db Leszek Koltunski
 */
713 54fe333a leszek
  public void setProjection(float fov, float near)
714 af4cc5db Leszek Koltunski
    {
715 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
716
      {
717
      mFOV = fov;
718
      }
719
720
    if( near<   1.0f && near> 0.0f )
721
      {
722
      mNear= near;
723
      }
724
    else if( near<=0.0f )
725
      {
726
      mNear = 0.01f;
727
      }
728
    else if( near>=1.0f )
729
      {
730
      mNear=0.99f;
731
      }
732 af4cc5db Leszek Koltunski
733
    createProjection();
734
    }
735
736
///////////////////////////////////////////////////////////////////////////////////////////////////
737 c5369f1b leszek
/**
738 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
739 c7da4e65 leszek
 * <p>
740
 * This method can be safely called mid-render as it doesn't interfere with rendering.
741 af4cc5db Leszek Koltunski
 *
742
 * @param width The new width.
743
 * @param height The new height.
744 c5369f1b leszek
 */
745 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
746
    {
747
    if( mWidth!=width || mHeight!=height )
748
      {
749 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
750
      mHeight= mRealHeight= height;
751 f8377ef8 leszek
752
      createProjection();
753
754 c7da4e65 leszek
      if( mColorCreated==CREATED )
755 f8377ef8 leszek
        {
756 f28fffc2 Leszek Koltunski
        markForCreation();
757 f8377ef8 leszek
        recreate();
758
        }
759 af4cc5db Leszek Koltunski
      }
760
    }
761 a09ada4c Leszek Koltunski
762 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
763
/**
764 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
765 a436ccc5 leszek
 *
766 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
767 a436ccc5 leszek
 */
768 89de975c leszek
  public boolean hasDepth()
769 a436ccc5 leszek
    {
770 89de975c leszek
    return mDepthStencilCreated==CREATED;
771 a436ccc5 leszek
    }
772
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
776 a436ccc5 leszek
 *
777 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
778 a436ccc5 leszek
 */
779 89de975c leszek
  public boolean hasStencil()
780 a436ccc5 leszek
    {
781 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
782 a436ccc5 leszek
    }
783
784 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
785
/**
786
 * Adds a new child to the last position in the list of our Surface's children.
787 c204c69d leszek
 * <p>
788
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
789 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
790 a09ada4c Leszek Koltunski
 *
791
 * @param node The new Node to add.
792
 */
793 c204c69d leszek
  public void attach(DistortedNode node)
794 a09ada4c Leszek Koltunski
    {
795 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
796 efe3d8fe leszek
    DistortedMaster.newSlave(this);
797 a09ada4c Leszek Koltunski
    }
798
799
///////////////////////////////////////////////////////////////////////////////////////////////////
800
/**
801
 * Adds a new child to the last position in the list of our Surface's children.
802 c204c69d leszek
 * <p>
803
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
804 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
805 a09ada4c Leszek Koltunski
 *
806
 * @param surface InputSurface to initialize our child Node with.
807
 * @param effects DistortedEffects to initialize our child Node with.
808
 * @param mesh MeshObject to initialize our child Node with.
809
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
810
 */
811 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
812 a09ada4c Leszek Koltunski
    {
813
    DistortedNode node = new DistortedNode(surface,effects,mesh);
814 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
815 efe3d8fe leszek
    DistortedMaster.newSlave(this);
816 c204c69d leszek
    return node;
817
    }
818
819 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
820
/**
821
 * Removes the first occurrence of a specified child from the list of children of our Surface.
822
 * <p>
823
 * A bit questionable method as there can be many different Nodes attached as children, some
824
 * of them having the same Effects but - for instance - different Mesh. Use with care.
825
 * <p>
826
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
827 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
828 af27df87 leszek
 *
829
 * @param effects DistortedEffects to remove.
830
 */
831
  public void detach(DistortedEffects effects)
832
    {
833
    long id = effects.getID();
834
    DistortedNode node;
835 8baa1fe6 Leszek Koltunski
    boolean detached = false;
836 af27df87 leszek
837
    for(int i=0; i<mNumChildren; i++)
838
      {
839
      node = mChildren.get(i);
840
841
      if( node.getEffects().getID()==id )
842
        {
843 8baa1fe6 Leszek Koltunski
        detached = true;
844 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
845 efe3d8fe leszek
        DistortedMaster.newSlave(this);
846 af27df87 leszek
        break;
847
        }
848
      }
849 8baa1fe6 Leszek Koltunski
850
    if( !detached )
851
      {
852
      // if we failed to detach any, it still might be the case that
853 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
854
      int num = mJobs.size();
855
      Job job;
856
857
      for(int i=0; i<num; i++)
858
        {
859
        job = mJobs.get(i);
860
861
        if( job.type==ATTACH && job.node.getEffects()==effects )
862
          {
863
          mJobs.remove(i);
864
          break;
865
          }
866
        }
867 8baa1fe6 Leszek Koltunski
      }
868 af27df87 leszek
    }
869
870 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
871
/**
872
 * Removes the first occurrence of a specified child from the list of children of our Surface.
873 c204c69d leszek
 * <p>
874
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
875 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
876 c204c69d leszek
 *
877
 * @param node The Node to remove.
878
 */
879
  public void detach(DistortedNode node)
880
    {
881 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
882 efe3d8fe leszek
    DistortedMaster.newSlave(this);
883 a09ada4c Leszek Koltunski
    }
884
885
///////////////////////////////////////////////////////////////////////////////////////////////////
886
/**
887
 * Removes all children Nodes.
888 c204c69d leszek
 * <p>
889
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
890 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
891 c204c69d leszek
 */
892
  public void detachAll()
893
    {
894 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
895 efe3d8fe leszek
    DistortedMaster.newSlave(this);
896 c204c69d leszek
    }
897
898
///////////////////////////////////////////////////////////////////////////////////////////////////
899
/**
900
 * This is not really part of the public API. Has to be public only because it is a part of the
901 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
902 c204c69d leszek
 * Java has no multiple inheritance.
903 43fbf0dd leszek
 *
904
 * @y.exclude
905 a09ada4c Leszek Koltunski
 */
906 efe3d8fe leszek
  public void doWork()
907 a09ada4c Leszek Koltunski
    {
908 efe3d8fe leszek
    int num = mJobs.size();
909
    Job job;
910
911
    for(int i=0; i<num; i++)
912
      {
913
      job = mJobs.remove(0);
914
915
      switch(job.type)
916
        {
917 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
918
                     job.node.setSurfaceParent(this);
919 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
920 efe3d8fe leszek
                     mNumChildren++;
921
                     break;
922 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
923 efe3d8fe leszek
                       {
924 be60d4ff leszek
                       job.node.setSurfaceParent(null);
925 efe3d8fe leszek
                       mNumChildren--;
926
                       }
927
                     break;
928 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
929 efe3d8fe leszek
                       {
930 be60d4ff leszek
                       DistortedNode tmp;
931
932
                       for(int j=mNumChildren-1; j>=0; j--)
933
                         {
934
                         tmp = mChildren.remove(j);
935
                         tmp.setSurfaceParent(null);
936
                         }
937
938 efe3d8fe leszek
                       mNumChildren = 0;
939
                       }
940
                     break;
941 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
942 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
943 efe3d8fe leszek
                     break;
944
        }
945
      }
946 a09ada4c Leszek Koltunski
    }
947 af4cc5db Leszek Koltunski
}