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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ baa3989b

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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 long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  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 numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    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(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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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[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[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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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(DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput();
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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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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293
  private int oitRender(long currTime)
294
    {
295
    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.
299
    // Otherwise there's no point (in fact we then would create a feedback loop!)
300

    
301
    if( mDepthStencilH[0] != 0 )
302
      {
303
      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[0]);
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      DistortedRenderState.switchOffColorDepthStencil();
307
      DistortedEffects.oitCollapse(this, corrW, corrH);
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      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
309
      }
310

    
311
    setAsOutput(currTime);
312
    DistortedRenderState.switchColorDepthOnStencilOff();
313
    DistortedEffects.oitRender(this, corrW, corrH);
314
    DistortedRenderState.restoreColorDepthStencil();
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316
    return 1;
317
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
320

    
321
  private static void clearBuffer(DistortedOutputSurface buffer)
322
    {
323
    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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330
    buffer.setAsOutput();
331
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-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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    for(int i=buffer.mNumColors-2; i>=0; i--)
335
      {
336
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
338
      }
339
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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343
  void clear()
344
    {
345
    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);
350
    DistortedRenderState.colorDepthStencilRestore();
351
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
354
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
355
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
356
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
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358
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
359
    {
360
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
361
    DistortedNode child1, child2;
362
    EffectQueuePostprocess lastQueue=null, currQueue;
363
    long lastBucket=0, currBucket;
364

    
365
    for(int i=0; i<numChildren; i++)
366
      {
367
      child1 = children.get(i);
368
      currQueue = child1.getPostprocessQueue();
369
      currBucket= currQueue.getID();
370

    
371
      if( currBucket==0 )
372
        {
373
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
374
        numRenders += child1.draw(time, this);
375
        }
376
      else
377
        {
378
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
379

    
380
        if( lastBucket!=currBucket )
381
          {
382
          if( lastBucket==0 )
383
            {
384
            clonePostprocessingViewport(this);
385
            oitClear(this);
386
            }
387
          else
388
            {
389
            for(int j=bucketChange; j<i; j++)
390
              {
391
              child2 = children.get(j);
392
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
393
              }
394

    
395
            numRenders += lastQueue.postprocess(mBuffer);
396
            numRenders += oitBuild(mBuffer[quality]);
397
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
398
            clearBuffer(mBuffer[quality]);
399
            }
400

    
401
          internalQuality = currQueue.getInternalQuality();
402
          quality         = currQueue.getQuality();
403
          bucketChange    = i;
404
          }
405

    
406
        mBuffer[quality].setAsOutput(time);
407
        child1.drawNoBlend(time,mBuffer[quality]);
408

    
409
        if( i==numChildren-1 )
410
          {
411
          for(int j=bucketChange; j<numChildren; j++)
412
            {
413
            child2 = children.get(j);
414
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
415
            }
416

    
417
          numRenders += currQueue.postprocess(mBuffer);
418
          numRenders += oitBuild(mBuffer[quality]);
419
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
420
          numRenders += oitRender(time);  // merge the OIT linked list
421
          clearBuffer(mBuffer[quality]);
422
          }
423
        } // end else (postprocessed child)
424

    
425
      lastQueue = currQueue;
426
      lastBucket= currBucket;
427
      } // end main for loop
428

    
429
    return numRenders;
430
    }
431

    
432
///////////////////////////////////////////////////////////////////////////////////////////////////
433

    
434
  ArrayList<DistortedNode> getChildren()
435
    {
436
    return mChildren;
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440
/**
441
 * Not part of the Public API.
442
 *
443
 * @y.exclude
444
 */
445
  public float getWidthCorrection()
446
    {
447
    return (float)mWidth/mRealWidth;
448
    }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451
/**
452
 * Not part of the Public API.
453
 *
454
 * @y.exclude
455
 */
456
  public float getHeightCorrection()
457
    {
458
    return (float)mHeight/mRealHeight;
459
    }
460

    
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462
// PUBLIC API
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * Draws all the attached children to this OutputSurface.
466
 * <p>
467
 * Must be called from a thread holding OpenGL Context.
468
 *
469
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
470
 * @return Number of objects rendered.
471
 */
472
  public int render(long time)
473
    {
474
    // change tree topology (attach and detach children)
475
/*
476
    boolean changed1 =
477
*/
478
    DistortedMaster.toDo();
479
/*
480
    if( changed1 )
481
      {
482
      for(int i=0; i<mNumChildren; i++)
483
        {
484
        mChildren.get(i).debug(0);
485
        }
486

    
487
      DistortedNode.debugMap();
488
      }
489
*/
490
    // create and delete all underlying OpenGL resources
491
    // Watch out: FIRST change topology, only then deal
492
    // with OpenGL resources. That's because changing Tree
493
    // can result in additional Framebuffers that would need
494
    // to be created immediately, before the calls to drawRecursive()
495
/*
496
    boolean changed2 =
497
*/
498
    toDo();
499
/*
500
    if( changed2 )
501
      {
502
      DistortedObject.debugLists();
503
      }
504
*/
505
    // mark OpenGL state as unknown
506
    DistortedRenderState.reset();
507

    
508
    int numRenders=0;
509

    
510
    for(int i=0; i<mNumChildren; i++)
511
      {
512
      numRenders += mChildren.get(i).renderRecursive(time);
513
      }
514

    
515
    setAsOutput(time);
516
    numRenders += renderChildren(time,mNumChildren,mChildren);
517

    
518
    return numRenders;
519
    }
520

    
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522
/**
523
 * Bind this Surface as a Framebuffer we can render to.
524
 *
525
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
526
 *             out if this is the first time during present frame that this FBO is being set as output.
527
 *             If so, the library, in addition to binding the Surface for output, also clears the
528
 *             Surface's color and depth attachments.
529
 */
530
  public void setAsOutput(long time)
531
    {
532
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
533

    
534
    if( mTime!=time )
535
      {
536
      mTime = time;
537
      clear();
538
      }
539
    }
540

    
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542
/**
543
 * Bind this Surface as a Framebuffer we can render to.
544
 * <p>
545
 * This version does not attempt to clear anything.
546
 */
547

    
548
  public void setAsOutput()
549
    {
550
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
551
    }
552

    
553
///////////////////////////////////////////////////////////////////////////////////////////////////
554
/**
555
 * Return the Near plane of the Projection included in the Surface.
556
 *
557
 * @return the Near plane.
558
 */
559
  public float getNear()
560
    {
561
    return mNear;
562
    }
563

    
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565
/**
566
 * Set mipmap level.
567
 * <p>
568
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
569
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
570
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
571
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
572
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
573
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
574
 * <p>
575
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
576
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
577
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
578
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
579
 *
580
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
581
 *               does not make any sense (that would result in loss of speed and no gain in quality)
582
 */
583
  public void setMipmap(float mipmap)
584
    {
585
    mMipmap = mipmap;
586
    }
587

    
588
///////////////////////////////////////////////////////////////////////////////////////////////////
589
/**
590
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
591
 * this Surface at the beginning of each frame.
592
 *
593
 * @param r the Red component. Default: 0.0f
594
 * @param g the Green component. Default: 0.0f
595
 * @param b the Blue component. Default: 0.0f
596
 * @param a the Alpha component. Default: 0.0f
597
 */
598
  public void glClearColor(float r, float g, float b, float a)
599
    {
600
    mClearR = r;
601
    mClearG = g;
602
    mClearB = b;
603
    mClearA = a;
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * Uses glClearDepthf() to set up a value with which to clear
609
 * the Depth buffer of our Surface at the beginning of each frame.
610
 *
611
 * @param d the Depth. Default: 1.0f
612
 */
613
  public void glClearDepthf(float d)
614
    {
615
    mClearDepth = d;
616
    }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Uses glClearStencil() to set up a value with which to clear the
621
 * Stencil buffer of our Surface at the beginning of each frame.
622
 *
623
 * @param s the Stencil. Default: 0
624
 */
625
  public void glClearStencil(int s)
626
    {
627
    mClearStencil = s;
628
    }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Which buffers to Clear at the beginning of each frame?
633
 * <p>
634
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
635
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
636
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
637
 *
638
 * @param mask bitwise OR of BUFFER_BITs to clear.
639
 */
640
  public void glClear(int mask)
641
    {
642
    mClear = mask;
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
/**
647
 * Create new Projection matrix.
648
 *
649
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
650
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
651
 * @param near Distance between the screen plane and the near plane.
652
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
653
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
654
 */
655
  public void setProjection(float fov, float near)
656
    {
657
    if( fov < 180.0f && fov >=0.0f )
658
      {
659
      mFOV = fov;
660
      }
661

    
662
    if( near<   1.0f && near> 0.0f )
663
      {
664
      mNear= near;
665
      }
666
    else if( near<=0.0f )
667
      {
668
      mNear = 0.01f;
669
      }
670
    else if( near>=1.0f )
671
      {
672
      mNear=0.99f;
673
      }
674

    
675
    createProjection();
676
    }
677

    
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Resize the underlying Framebuffer.
681
 * <p>
682
 * This method can be safely called mid-render as it doesn't interfere with rendering.
683
 *
684
 * @param width The new width.
685
 * @param height The new height.
686
 */
687
  public void resize(int width, int height)
688
    {
689
    if( mWidth!=width || mHeight!=height )
690
      {
691
      mWidth = mRealWidth = width;
692
      mHeight= mRealHeight= height;
693

    
694
      createProjection();
695

    
696
      if( mColorCreated==CREATED )
697
        {
698
        markForCreation();
699
        recreate();
700
        }
701
      }
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Return true if the Surface contains a DEPTH attachment.
707
 *
708
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
709
 */
710
  public boolean hasDepth()
711
    {
712
    return mDepthStencilCreated==CREATED;
713
    }
714

    
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
/**
717
 * Return true if the Surface contains a STENCIL attachment.
718
 *
719
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
720
 */
721
  public boolean hasStencil()
722
    {
723
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
724
    }
725

    
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728
 * Adds a new child to the last position in the list of our Surface's children.
729
 * <p>
730
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
731
 * DistortedMaster (by calling doWork())
732
 *
733
 * @param node The new Node to add.
734
 */
735
  public void attach(DistortedNode node)
736
    {
737
    mJobs.add(new Job(ATTACH,node));
738
    DistortedMaster.newSlave(this);
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Adds a new child to the last position in the list of our Surface's children.
744
 * <p>
745
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
746
 * DistortedMaster (by calling doWork())
747
 *
748
 * @param surface InputSurface to initialize our child Node with.
749
 * @param effects DistortedEffects to initialize our child Node with.
750
 * @param mesh MeshObject to initialize our child Node with.
751
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
752
 */
753
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
754
    {
755
    DistortedNode node = new DistortedNode(surface,effects,mesh);
756
    mJobs.add(new Job(ATTACH,node));
757
    DistortedMaster.newSlave(this);
758
    return node;
759
    }
760

    
761
///////////////////////////////////////////////////////////////////////////////////////////////////
762
/**
763
 * Removes the first occurrence of a specified child from the list of children of our Surface.
764
 * <p>
765
 * A bit questionable method as there can be many different Nodes attached as children, some
766
 * of them having the same Effects but - for instance - different Mesh. Use with care.
767
 * <p>
768
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
769
 * DistortedMaster (by calling doWork())
770
 *
771
 * @param effects DistortedEffects to remove.
772
 */
773
  public void detach(DistortedEffects effects)
774
    {
775
    long id = effects.getID();
776
    DistortedNode node;
777
    boolean detached = false;
778

    
779
    for(int i=0; i<mNumChildren; i++)
780
      {
781
      node = mChildren.get(i);
782

    
783
      if( node.getEffects().getID()==id )
784
        {
785
        detached = true;
786
        mJobs.add(new Job(DETACH,node));
787
        DistortedMaster.newSlave(this);
788
        break;
789
        }
790
      }
791

    
792
    if( !detached )
793
      {
794
      // if we failed to detach any, it still might be the case that
795
      // there's an ATTACH job that we need to cancel.
796
      int num = mJobs.size();
797
      Job job;
798

    
799
      for(int i=0; i<num; i++)
800
        {
801
        job = mJobs.get(i);
802

    
803
        if( job.type==ATTACH && job.node.getEffects()==effects )
804
          {
805
          mJobs.remove(i);
806
          break;
807
          }
808
        }
809
      }
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813
/**
814
 * Removes the first occurrence of a specified child from the list of children of our Surface.
815
 * <p>
816
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
817
 * DistortedMaster (by calling doWork())
818
 *
819
 * @param node The Node to remove.
820
 */
821
  public void detach(DistortedNode node)
822
    {
823
    mJobs.add(new Job(DETACH,node));
824
    DistortedMaster.newSlave(this);
825
    }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
/**
829
 * Removes all children Nodes.
830
 * <p>
831
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
832
 * DistortedMaster (by calling doWork())
833
 */
834
  public void detachAll()
835
    {
836
    mJobs.add(new Job(DETALL,null));
837
    DistortedMaster.newSlave(this);
838
    }
839

    
840
///////////////////////////////////////////////////////////////////////////////////////////////////
841
/**
842
 * This is not really part of the public API. Has to be public only because it is a part of the
843
 * DistortedSlave interface, which should really be a class that we extend here instead but
844
 * Java has no multiple inheritance.
845
 *
846
 * @y.exclude
847
 */
848
  public void doWork()
849
    {
850
    int num = mJobs.size();
851
    Job job;
852

    
853
    for(int i=0; i<num; i++)
854
      {
855
      job = mJobs.remove(0);
856

    
857
      switch(job.type)
858
        {
859
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
860
                     job.node.setSurfaceParent(this);
861
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
862
                     mNumChildren++;
863
                     break;
864
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
865
                       {
866
                       job.node.setSurfaceParent(null);
867
                       mNumChildren--;
868
                       }
869
                     break;
870
        case DETALL: if( mNumChildren>0 )
871
                       {
872
                       DistortedNode tmp;
873

    
874
                       for(int j=mNumChildren-1; j>=0; j--)
875
                         {
876
                         tmp = mChildren.remove(j);
877
                         tmp.setSurfaceParent(null);
878
                         }
879

    
880
                       mNumChildren = 0;
881
                       }
882
                     break;
883
        case SORT  : mChildren.remove(job.node);
884
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
885
                     break;
886
        }
887
      }
888
    }
889
}
(8-8/21)