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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ bbe3283b

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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 static DistortedOutputSurface   mBufferOIT;
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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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    mBufferOIT = null;
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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 Vieport 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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    if( mBufferOIT==null )
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      {
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      mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight);
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      mBufferOIT.mMipmap = 1.0f;
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      mBufferOIT.mNear = buffer.mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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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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      }
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    if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight )
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      {
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      mBufferOIT.mWidth  = (int)(buffer.mWidth *mBufferOIT.mMipmap);
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      mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap);
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      mBufferOIT.mNear   = buffer.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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      mBufferOIT.createProjection();
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      int maxw = mBufferOIT.mWidth  > mBufferOIT.mRealWidth  ? mBufferOIT.mWidth  : mBufferOIT.mRealWidth;
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      int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight;
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      if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight)
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        {
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        mBufferOIT.mRealWidth = maxw;
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        mBufferOIT.mRealHeight = maxh;
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        mBufferOIT.recreate();
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        mBufferOIT.create();
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        }
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      }
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    if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV )
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      {
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      mBufferOIT.mNear = buffer.mNear;
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      mBufferOIT.mFOV  = buffer.mFOV;
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      mBufferOIT.createProjection();
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA);
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    GLES31.glClearDepthf(buffer.mClearDepth);
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    GLES31.glClearStencil(buffer.mClearStencil);
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    GLES31.glClear(buffer.mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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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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    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    //GLES31.glStencilMask(0x00);
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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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  private int oitRender(long currTime, DistortedOutputSurface buffer)
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    {
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    if( buffer==this )
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      {
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      android.util.Log.e("surface", "feedback loop in oitRender!");
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      return 0;
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      }
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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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.disableStencil();
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    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    DistortedRenderState.restoreStencil();
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void clearBuffer(DistortedOutputSurface buffer)
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    {
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    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--)
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      {
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      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);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket=0;
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    oitClear(this);
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
430
        numRenders += child1.draw(time, mBufferOIT);
431
432
        //setAsOutput(time);
433
        //numRenders += child1.draw(time,this);
434
        }
435 60c1c622 leszek
      else
436
        {
437 56c6ca24 Leszek Koltunski
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
438 c9a24bfb Leszek Koltunski
439 915b7b2b leszek
        if( lastBucket!=currBucket )
440 c9a24bfb Leszek Koltunski
          {
441 375b3950 Leszek Koltunski
          if( lastBucket==0 )
442
            {
443 56c6ca24 Leszek Koltunski
            clonePostprocessingViewport(this);
444 375b3950 Leszek Koltunski
            }
445
          else
446 c9a24bfb Leszek Koltunski
            {
447
            for(int j=bucketChange; j<i; j++)
448
              {
449 3f44e745 Leszek Koltunski
              child2 = children.get(j);
450 70b6a155 Leszek Koltunski
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
451 c9a24bfb Leszek Koltunski
              }
452
453 61441ce2 Leszek Koltunski
            numRenders += lastQueue.postprocess(mBuffer);
454 7f30ed38 Leszek Koltunski
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
455 8777ce17 Leszek Koltunski
            clearBuffer(mBuffer[quality]);
456 c9a24bfb Leszek Koltunski
            }
457 660cd468 leszek
458 70b6a155 Leszek Koltunski
          internalQuality = currQueue.getInternalQuality();
459
          quality         = currQueue.getQuality();
460
          bucketChange    = i;
461 c9a24bfb Leszek Koltunski
          }
462
463 56c6ca24 Leszek Koltunski
        mBuffer[quality].setAsOutput(time);
464 8dccc3c2 Leszek Koltunski
        child1.drawNoBlend(time,mBuffer[quality]);
465 c9a24bfb Leszek Koltunski
466 8e28b6ff leszek
        if( i==numChildren-1 )
467 cf7394cc leszek
          {
468 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
469 c9a24bfb Leszek Koltunski
            {
470 3f44e745 Leszek Koltunski
            child2 = children.get(j);
471 70b6a155 Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
472 c9a24bfb Leszek Koltunski
            }
473
474 61441ce2 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer);
475 7f30ed38 Leszek Koltunski
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
476 56c6ca24 Leszek Koltunski
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
477
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
478 8777ce17 Leszek Koltunski
          clearBuffer(mBuffer[quality]);
479 cf7394cc leszek
          }
480 56c6ca24 Leszek Koltunski
        } // end else (postprocessed child)
481 b9798977 leszek
482 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
483
      lastBucket= currBucket;
484 56c6ca24 Leszek Koltunski
      } // end main for loop
485
486
    if( currBucket==0 ) // there was no postprocessing - we need to merge the main buffer
487
      {
488
      numRenders += oitRender(time,mBufferOIT);
489 95c441a2 leszek
      }
490 270c27bc Leszek Koltunski
491 39086ebb leszek
    return numRenders;
492
    }
493
494 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
495
496 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
497 be60d4ff leszek
    {
498 26a4e5f6 leszek
    return mChildren;
499 be60d4ff leszek
    }
500
501 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
502
/**
503
 * Not part of the Public API.
504
 *
505
 * @y.exclude
506
 */
507
  public float getWidthCorrection()
508
    {
509
    return (float)mWidth/mRealWidth;
510
    }
511
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Not part of the Public API.
515
 *
516
 * @y.exclude
517
 */
518
  public float getHeightCorrection()
519
    {
520
    return (float)mHeight/mRealHeight;
521
    }
522
523 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
524
// PUBLIC API
525 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
526 c5369f1b leszek
/**
527 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
528 af4cc5db Leszek Koltunski
 * <p>
529
 * Must be called from a thread holding OpenGL Context.
530
 *
531 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
532 7691a39f leszek
 * @return Number of objects rendered.
533 c5369f1b leszek
 */
534 b2939df4 Leszek Koltunski
  public int render(long time)
535 af4cc5db Leszek Koltunski
    {
536 c204c69d leszek
    // change tree topology (attach and detach children)
537 889cce10 Leszek Koltunski
/*
538 42571056 Leszek Koltunski
    boolean changed1 =
539 889cce10 Leszek Koltunski
*/
540 efe3d8fe leszek
    DistortedMaster.toDo();
541 eadf0859 leszek
/*
542 42571056 Leszek Koltunski
    if( changed1 )
543 c204c69d leszek
      {
544
      for(int i=0; i<mNumChildren; i++)
545
        {
546 af27df87 leszek
        mChildren.get(i).debug(0);
547 c204c69d leszek
        }
548 af27df87 leszek
549 7691a39f leszek
      DistortedNode.debugMap();
550 c204c69d leszek
      }
551 eadf0859 leszek
*/
552 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
553
    // Watch out: FIRST change topology, only then deal
554
    // with OpenGL resources. That's because changing Tree
555
    // can result in additional Framebuffers that would need
556
    // to be created immediately, before the calls to drawRecursive()
557 42571056 Leszek Koltunski
/*
558
    boolean changed2 =
559
*/
560 f8377ef8 leszek
    toDo();
561 eadf0859 leszek
/*
562 42571056 Leszek Koltunski
    if( changed2 )
563 af27df87 leszek
      {
564 226144d0 leszek
      DistortedObject.debugLists();
565 42571056 Leszek Koltunski
      }
566 eadf0859 leszek
*/
567 c834348d leszek
    // mark OpenGL state as unknown
568
    DistortedRenderState.reset();
569 2ed1c692 leszek
570 b2939df4 Leszek Koltunski
    int numRenders=0;
571 7691a39f leszek
572 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
573 af4cc5db Leszek Koltunski
      {
574 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
575 af4cc5db Leszek Koltunski
      }
576 7691a39f leszek
577 070695a5 Leszek Koltunski
    setAsOutput(time);
578 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
579
580 7691a39f leszek
    return numRenders;
581 af4cc5db Leszek Koltunski
    }
582
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584 c5369f1b leszek
/**
585
 * Bind this Surface as a Framebuffer we can render to.
586 02ab6f9d leszek
 *
587
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
588
 *             out if this is the first time during present frame that this FBO is being set as output.
589
 *             If so, the library, in addition to binding the Surface for output, also clears the
590
 *             Surface's color and depth attachments.
591 c5369f1b leszek
 */
592 95c441a2 leszek
  public void setAsOutput(long time)
593 a436ccc5 leszek
    {
594 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
595 95c441a2 leszek
596
    if( mTime!=time )
597
      {
598
      mTime = time;
599 88c7b603 Leszek Koltunski
      clear();
600 95c441a2 leszek
      }
601 a436ccc5 leszek
    }
602 af4cc5db Leszek Koltunski
603 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * Bind this Surface as a Framebuffer we can render to.
606
 * <p>
607
 * This version does not attempt to clear anything.
608
 */
609
610
  public void setAsOutput()
611
    {
612 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
613 1dfc9074 leszek
    }
614
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
/**
617
 * Return the Near plane of the Projection included in the Surface.
618
 *
619
 * @return the Near plane.
620
 */
621
  public float getNear()
622
    {
623
    return mNear;
624
    }
625
626 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Set mipmap level.
629
 * <p>
630
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
631
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
632
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
633
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
634
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
635
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
636 8426bd6a Leszek Koltunski
 * <p>
637
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
638
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
639
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
640
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
641 638b5b5c leszek
 *
642
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
643
 *               does not make any sense (that would result in loss of speed and no gain in quality)
644
 */
645
  public void setMipmap(float mipmap)
646
    {
647
    mMipmap = mipmap;
648
    }
649
650 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
651
/**
652 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
653 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
654 a9f41fa3 leszek
 *
655
 * @param r the Red component. Default: 0.0f
656
 * @param g the Green component. Default: 0.0f
657
 * @param b the Blue component. Default: 0.0f
658
 * @param a the Alpha component. Default: 0.0f
659
 */
660
  public void glClearColor(float r, float g, float b, float a)
661
    {
662
    mClearR = r;
663
    mClearG = g;
664
    mClearB = b;
665
    mClearA = a;
666
    }
667
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
/**
670 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
671
 * the Depth buffer of our Surface at the beginning of each frame.
672 a9f41fa3 leszek
 *
673
 * @param d the Depth. Default: 1.0f
674
 */
675
  public void glClearDepthf(float d)
676
    {
677
    mClearDepth = d;
678
    }
679
680 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Uses glClearStencil() to set up a value with which to clear the
683
 * Stencil buffer of our Surface at the beginning of each frame.
684
 *
685
 * @param s the Stencil. Default: 0
686
 */
687
  public void glClearStencil(int s)
688
    {
689
    mClearStencil = s;
690
    }
691
692 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Which buffers to Clear at the beginning of each frame?
695
 * <p>
696
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
697
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
698
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
699
 *
700
 * @param mask bitwise OR of BUFFER_BITs to clear.
701
 */
702
  public void glClear(int mask)
703
    {
704
    mClear = mask;
705
    }
706
707 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
708
/**
709
 * Create new Projection matrix.
710
 *
711
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
712 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
713
 * @param near Distance between the screen plane and the near plane.
714 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
715
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
716 af4cc5db Leszek Koltunski
 */
717 54fe333a leszek
  public void setProjection(float fov, float near)
718 af4cc5db Leszek Koltunski
    {
719 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
720
      {
721
      mFOV = fov;
722
      }
723
724
    if( near<   1.0f && near> 0.0f )
725
      {
726
      mNear= near;
727
      }
728
    else if( near<=0.0f )
729
      {
730
      mNear = 0.01f;
731
      }
732
    else if( near>=1.0f )
733
      {
734
      mNear=0.99f;
735
      }
736 af4cc5db Leszek Koltunski
737
    createProjection();
738
    }
739
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741 c5369f1b leszek
/**
742 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
743 c7da4e65 leszek
 * <p>
744
 * This method can be safely called mid-render as it doesn't interfere with rendering.
745 af4cc5db Leszek Koltunski
 *
746
 * @param width The new width.
747
 * @param height The new height.
748 c5369f1b leszek
 */
749 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
750
    {
751
    if( mWidth!=width || mHeight!=height )
752
      {
753 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
754
      mHeight= mRealHeight= height;
755 f8377ef8 leszek
756
      createProjection();
757
758 c7da4e65 leszek
      if( mColorCreated==CREATED )
759 f8377ef8 leszek
        {
760 f28fffc2 Leszek Koltunski
        markForCreation();
761 f8377ef8 leszek
        recreate();
762
        }
763 af4cc5db Leszek Koltunski
      }
764
    }
765 a09ada4c Leszek Koltunski
766 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
767
/**
768 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
769 a436ccc5 leszek
 *
770 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
771 a436ccc5 leszek
 */
772 89de975c leszek
  public boolean hasDepth()
773 a436ccc5 leszek
    {
774 89de975c leszek
    return mDepthStencilCreated==CREATED;
775 a436ccc5 leszek
    }
776
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
780 a436ccc5 leszek
 *
781 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
782 a436ccc5 leszek
 */
783 89de975c leszek
  public boolean hasStencil()
784 a436ccc5 leszek
    {
785 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
786 a436ccc5 leszek
    }
787
788 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
789
/**
790
 * Adds a new child to the last position in the list of our Surface's children.
791 c204c69d leszek
 * <p>
792
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
793 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
794 a09ada4c Leszek Koltunski
 *
795
 * @param node The new Node to add.
796
 */
797 c204c69d leszek
  public void attach(DistortedNode node)
798 a09ada4c Leszek Koltunski
    {
799 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
800 efe3d8fe leszek
    DistortedMaster.newSlave(this);
801 a09ada4c Leszek Koltunski
    }
802
803
///////////////////////////////////////////////////////////////////////////////////////////////////
804
/**
805
 * Adds a new child to the last position in the list of our Surface's children.
806 c204c69d leszek
 * <p>
807
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
808 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
809 a09ada4c Leszek Koltunski
 *
810
 * @param surface InputSurface to initialize our child Node with.
811
 * @param effects DistortedEffects to initialize our child Node with.
812
 * @param mesh MeshObject to initialize our child Node with.
813
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
814
 */
815 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
816 a09ada4c Leszek Koltunski
    {
817
    DistortedNode node = new DistortedNode(surface,effects,mesh);
818 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
819 efe3d8fe leszek
    DistortedMaster.newSlave(this);
820 c204c69d leszek
    return node;
821
    }
822
823 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825
 * Removes the first occurrence of a specified child from the list of children of our Surface.
826
 * <p>
827
 * A bit questionable method as there can be many different Nodes attached as children, some
828
 * of them having the same Effects but - for instance - different Mesh. Use with care.
829
 * <p>
830
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
831 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
832 af27df87 leszek
 *
833
 * @param effects DistortedEffects to remove.
834
 */
835
  public void detach(DistortedEffects effects)
836
    {
837
    long id = effects.getID();
838
    DistortedNode node;
839 8baa1fe6 Leszek Koltunski
    boolean detached = false;
840 af27df87 leszek
841
    for(int i=0; i<mNumChildren; i++)
842
      {
843
      node = mChildren.get(i);
844
845
      if( node.getEffects().getID()==id )
846
        {
847 8baa1fe6 Leszek Koltunski
        detached = true;
848 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
849 efe3d8fe leszek
        DistortedMaster.newSlave(this);
850 af27df87 leszek
        break;
851
        }
852
      }
853 8baa1fe6 Leszek Koltunski
854
    if( !detached )
855
      {
856
      // if we failed to detach any, it still might be the case that
857 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
858
      int num = mJobs.size();
859
      Job job;
860
861
      for(int i=0; i<num; i++)
862
        {
863
        job = mJobs.get(i);
864
865
        if( job.type==ATTACH && job.node.getEffects()==effects )
866
          {
867
          mJobs.remove(i);
868
          break;
869
          }
870
        }
871 8baa1fe6 Leszek Koltunski
      }
872 af27df87 leszek
    }
873
874 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
875
/**
876
 * Removes the first occurrence of a specified child from the list of children of our Surface.
877 c204c69d leszek
 * <p>
878
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
879 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
880 c204c69d leszek
 *
881
 * @param node The Node to remove.
882
 */
883
  public void detach(DistortedNode node)
884
    {
885 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
886 efe3d8fe leszek
    DistortedMaster.newSlave(this);
887 a09ada4c Leszek Koltunski
    }
888
889
///////////////////////////////////////////////////////////////////////////////////////////////////
890
/**
891
 * Removes all children Nodes.
892 c204c69d leszek
 * <p>
893
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
894 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
895 c204c69d leszek
 */
896
  public void detachAll()
897
    {
898 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
899 efe3d8fe leszek
    DistortedMaster.newSlave(this);
900 c204c69d leszek
    }
901
902
///////////////////////////////////////////////////////////////////////////////////////////////////
903
/**
904
 * This is not really part of the public API. Has to be public only because it is a part of the
905 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
906 c204c69d leszek
 * Java has no multiple inheritance.
907 43fbf0dd leszek
 *
908
 * @y.exclude
909 a09ada4c Leszek Koltunski
 */
910 efe3d8fe leszek
  public void doWork()
911 a09ada4c Leszek Koltunski
    {
912 efe3d8fe leszek
    int num = mJobs.size();
913
    Job job;
914
915
    for(int i=0; i<num; i++)
916
      {
917
      job = mJobs.remove(0);
918
919
      switch(job.type)
920
        {
921 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
922
                     job.node.setSurfaceParent(this);
923
                     DistortedMaster.addSorted(mChildren,job.node);
924 efe3d8fe leszek
                     mNumChildren++;
925
                     break;
926 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
927 efe3d8fe leszek
                       {
928 be60d4ff leszek
                       job.node.setSurfaceParent(null);
929 efe3d8fe leszek
                       mNumChildren--;
930
                       }
931
                     break;
932 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
933 efe3d8fe leszek
                       {
934 be60d4ff leszek
                       DistortedNode tmp;
935
936
                       for(int j=mNumChildren-1; j>=0; j--)
937
                         {
938
                         tmp = mChildren.remove(j);
939
                         tmp.setSurfaceParent(null);
940
                         }
941
942 efe3d8fe leszek
                       mNumChildren = 0;
943
                       }
944
                     break;
945 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
946 be60d4ff leszek
                     DistortedMaster.addSorted(mChildren,job.node);
947 efe3d8fe leszek
                     break;
948
        }
949
      }
950 a09ada4c Leszek Koltunski
    }
951 af4cc5db Leszek Koltunski
}