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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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252
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
253
          {
254
          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
256

    
257
          surface.recreate();
258
          surface.create();
259
          }
260
        }
261
      }
262
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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266
  private static void oitClear(DistortedOutputSurface buffer)
267
    {
268
    DistortedEffects.zeroOutAtomic();
269
    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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275
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
276
    {
277
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(time,fbo);
279
    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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284
    DistortedRenderState.colorDepthStencilOn();
285
    DistortedRenderState.enableDepthTest();
286

    
287
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
288
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
289
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
290
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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293
    DistortedRenderState.colorDepthStencilRestore();
294
    DistortedRenderState.restoreDepthTest();
295

    
296
    return 1;
297
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
300
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
301

    
302
  private int oitRender(long currTime, int fbo)
303
    {
304
    float corrW = getWidthCorrection();
305
    float corrH = getHeightCorrection();
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307
    // Do the Collapse Pass only if we do have a Depth attachment.
308
    // Otherwise there's no point (in fact we then would create a feedback loop!)
309

    
310
    if( mDepthStencilH[fbo] != 0 )
311
      {
312
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
313
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
314
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
315
      DistortedRenderState.switchOffColorDepthStencil();
316
      DistortedEffects.oitCollapse(this, corrW, corrH);
317
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
318
      }
319

    
320
    setAsOutputFBO(currTime,fbo);
321
    DistortedRenderState.switchColorDepthOnStencilOff();
322
    DistortedEffects.oitRender(this, corrW, corrH);
323
    DistortedRenderState.restoreColorDepthStencil();
324

    
325
    return 1;
326
    }
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328
///////////////////////////////////////////////////////////////////////////////////////////////////
329

    
330
  private static void clearBuffer(DistortedOutputSurface buffer, int fbo)
331
    {
332
    GLES31.glStencilMask(0xff);
333
    GLES31.glDepthMask(true);
334
    GLES31.glColorMask(true,true,true,true);
335
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
336
    GLES31.glClearDepthf(1.0f);
337
    GLES31.glClearStencil(0);
338

    
339
    buffer.setAsOutputFBO(fbo);
340
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
341
    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);
343
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
344
    }
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346
///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  void clear()
349
    {
350
    DistortedRenderState.colorDepthStencilOn();
351
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
352
    GLES31.glClearDepthf(mClearDepth);
353
    GLES31.glClearStencil(mClearStencil);
354
    GLES31.glClear(mClear);
355
    DistortedRenderState.colorDepthStencilRestore();
356
    }
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358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
360
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
361
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
362

    
363
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo)
364
    {
365
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
366
    DistortedNode child1, child2;
367
    EffectQueuePostprocess lastQueue=null, currQueue;
368
    long lastBucket=0, currBucket;
369

    
370
    for(int i=0; i<numChildren; i++)
371
      {
372
      child1 = children.get(i);
373
      currQueue = child1.getPostprocessQueue();
374
      currBucket= currQueue.getID();
375

    
376
      if( currBucket==0 )
377
        {
378
        setAsOutputFBO(time,fbo);
379
        numRenders += child1.draw(time,this);
380
        }
381
      else
382
        {
383
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
384

    
385
        if( lastBucket!=currBucket )
386
          {
387
          if( lastBucket==0 )
388
            {
389
            clonePostprocessingViewport(this);
390
            oitClear(this);
391
            }
392
          else
393
            {
394
            for(int j=bucketChange; j<i; j++)
395
              {
396
              child2 = children.get(j);
397
              mBuffer[internalQuality].setAsOutputFBO(fbo);
398
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
399
              }
400

    
401
            numRenders += lastQueue.postprocess(mBuffer,fbo);
402
            numRenders += oitBuild(time,mBuffer[quality],fbo);
403
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
404
            clearBuffer(mBuffer[quality],fbo);
405
            }
406

    
407
          internalQuality = currQueue.getInternalQuality();
408
          quality         = currQueue.getQuality();
409
          bucketChange    = i;
410
          }
411

    
412
        mBuffer[quality].setAsOutputFBO(time,fbo);
413
        child1.drawNoBlend(time,mBuffer[quality]);
414

    
415
        if( i==numChildren-1 )
416
          {
417
          for(int j=bucketChange; j<numChildren; j++)
418
            {
419
            child2 = children.get(j);
420
            mBuffer[internalQuality].setAsOutputFBO(fbo);
421
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
422
            }
423

    
424
          numRenders += currQueue.postprocess(mBuffer,fbo);
425
          numRenders += oitBuild(time,mBuffer[quality],fbo);
426
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
427
          numRenders += oitRender(time,fbo);  // merge the OIT linked list
428
          clearBuffer(mBuffer[quality],fbo);
429
          }
430
        } // end else (postprocessed child)
431

    
432
      lastQueue = currQueue;
433
      lastBucket= currBucket;
434
      } // end main for loop
435

    
436
    return numRenders;
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440

    
441
  ArrayList<DistortedNode> getChildren()
442
    {
443
    return mChildren;
444
    }
445

    
446
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
469

    
470
  private void setAsOutputFBO(long time, int fbo)
471
    {
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
      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
      }
504
    }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507
// PUBLIC API
508
///////////////////////////////////////////////////////////////////////////////////////////////////
509
/**
510
 * Draws all the attached children to this OutputSurface's 0th FBO.
511
 * <p>
512
 * Must be called from a thread holding OpenGL Context.
513
 *
514
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
515
 * @return Number of objects rendered.
516
 */
517
  public int render(long time)
518
    {
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
    {
534
    // change tree topology (attach and detach children)
535
/*
536
    boolean changed1 =
537
*/
538
    DistortedMaster.toDo();
539
/*
540
    if( changed1 )
541
      {
542
      for(int i=0; i<mNumChildren; i++)
543
        {
544
        mChildren.get(i).debug(0);
545
        }
546

    
547
      DistortedNode.debugMap();
548
      }
549
*/
550
    // 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
/*
556
    boolean changed2 =
557
*/
558
    toDo();
559
/*
560
    if( changed2 )
561
      {
562
      DistortedObject.debugLists();
563
      }
564
*/
565
    // mark OpenGL state as unknown
566
    DistortedRenderState.reset();
567

    
568
    int numRenders=0;
569

    
570
    for(int i=0; i<mNumChildren; i++)
571
      {
572
      numRenders += mChildren.get(i).renderRecursive(time);
573
      }
574

    
575
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo);
576

    
577
    return numRenders;
578
    }
579

    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581
/**
582
 * Bind this Surface as a Framebuffer we can render to.
583
 *
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
 */
589
  public void setAsOutput(long time)
590
    {
591
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
592

    
593
    if( mTime[0]!=time )
594
      {
595
      mTime[0] = time;
596
      clear();
597
      }
598
    }
599

    
600
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
609
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
649
 * this Surface at the beginning of each frame.
650
 *
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
 * 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
 *
669
 * @param d the Depth. Default: 1.0f
670
 */
671
  public void glClearDepthf(float d)
672
    {
673
    mClearDepth = d;
674
    }
675

    
676
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Create new Projection matrix.
706
 *
707
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
708
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
709
 * @param near Distance between the screen plane and the near plane.
710
 *             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
 */
713
  public void setProjection(float fov, float near)
714
    {
715
    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

    
733
    createProjection();
734
    }
735

    
736
///////////////////////////////////////////////////////////////////////////////////////////////////
737
/**
738
 * Resize the underlying Framebuffer.
739
 * <p>
740
 * This method can be safely called mid-render as it doesn't interfere with rendering.
741
 *
742
 * @param width The new width.
743
 * @param height The new height.
744
 */
745
  public void resize(int width, int height)
746
    {
747
    if( mWidth!=width || mHeight!=height )
748
      {
749
      mWidth = mRealWidth = width;
750
      mHeight= mRealHeight= height;
751

    
752
      createProjection();
753

    
754
      if( mColorCreated==CREATED )
755
        {
756
        markForCreation();
757
        recreate();
758
        }
759
      }
760
    }
761

    
762
///////////////////////////////////////////////////////////////////////////////////////////////////
763
/**
764
 * Return true if the Surface contains a DEPTH attachment.
765
 *
766
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
767
 */
768
  public boolean hasDepth()
769
    {
770
    return mDepthStencilCreated==CREATED;
771
    }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * Return true if the Surface contains a STENCIL attachment.
776
 *
777
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
778
 */
779
  public boolean hasStencil()
780
    {
781
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
782
    }
783

    
784
///////////////////////////////////////////////////////////////////////////////////////////////////
785
/**
786
 * Adds a new child to the last position in the list of our Surface's children.
787
 * <p>
788
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
789
 * DistortedMaster (by calling doWork())
790
 *
791
 * @param node The new Node to add.
792
 */
793
  public void attach(DistortedNode node)
794
    {
795
    mJobs.add(new Job(ATTACH,node));
796
    DistortedMaster.newSlave(this);
797
    }
798

    
799
///////////////////////////////////////////////////////////////////////////////////////////////////
800
/**
801
 * Adds a new child to the last position in the list of our Surface's children.
802
 * <p>
803
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
804
 * DistortedMaster (by calling doWork())
805
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
812
    {
813
    DistortedNode node = new DistortedNode(surface,effects,mesh);
814
    mJobs.add(new Job(ATTACH,node));
815
    DistortedMaster.newSlave(this);
816
    return node;
817
    }
818

    
819
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
828
 *
829
 * @param effects DistortedEffects to remove.
830
 */
831
  public void detach(DistortedEffects effects)
832
    {
833
    long id = effects.getID();
834
    DistortedNode node;
835
    boolean detached = false;
836

    
837
    for(int i=0; i<mNumChildren; i++)
838
      {
839
      node = mChildren.get(i);
840

    
841
      if( node.getEffects().getID()==id )
842
        {
843
        detached = true;
844
        mJobs.add(new Job(DETACH,node));
845
        DistortedMaster.newSlave(this);
846
        break;
847
        }
848
      }
849

    
850
    if( !detached )
851
      {
852
      // if we failed to detach any, it still might be the case that
853
      // 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
      }
868
    }
869

    
870
///////////////////////////////////////////////////////////////////////////////////////////////////
871
/**
872
 * Removes the first occurrence of a specified child from the list of children of our Surface.
873
 * <p>
874
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
875
 * DistortedMaster (by calling doWork())
876
 *
877
 * @param node The Node to remove.
878
 */
879
  public void detach(DistortedNode node)
880
    {
881
    mJobs.add(new Job(DETACH,node));
882
    DistortedMaster.newSlave(this);
883
    }
884

    
885
///////////////////////////////////////////////////////////////////////////////////////////////////
886
/**
887
 * Removes all children Nodes.
888
 * <p>
889
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
890
 * DistortedMaster (by calling doWork())
891
 */
892
  public void detachAll()
893
    {
894
    mJobs.add(new Job(DETALL,null));
895
    DistortedMaster.newSlave(this);
896
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
902
 * Java has no multiple inheritance.
903
 *
904
 * @y.exclude
905
 */
906
  public void doWork()
907
    {
908
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
918
                     job.node.setSurfaceParent(this);
919
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
920
                     mNumChildren++;
921
                     break;
922
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
923
                       {
924
                       job.node.setSurfaceParent(null);
925
                       mNumChildren--;
926
                       }
927
                     break;
928
        case DETALL: if( mNumChildren>0 )
929
                       {
930
                       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
                       mNumChildren = 0;
939
                       }
940
                     break;
941
        case SORT  : mChildren.remove(job.node);
942
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
943
                     break;
944
        }
945
      }
946
    }
947
}
(8-8/21)