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library / src / main / java / org / distorted / library / main / DistortedNode.java @ c1a38ba3

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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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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 * <p>
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 * Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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 * That recursively renders the set held in the Node and all its children.
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 * <p>
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 * The class takes special care to only render identical sub-trees once. Each Node holds a reference
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 * to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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 * will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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 */
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public class DistortedNode implements DistortedMaster.Slave
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  {
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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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  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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  private static long mNextNodeID =0;
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  private boolean mRenderWayOIT;
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  private DistortedNode mParent;
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  private DistortedOutputSurface mSurfaceParent;
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  private MeshObject mMesh;
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  private DistortedEffects mEffects;
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  private DistortedInputSurface mSurface;
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  private DistortedRenderState mState;
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  private NodeData mData;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private class NodeData
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    {
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    long ID;
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    int numPointingNodes;
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    long currTime;
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    ArrayList<Long> key;
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    DistortedFramebuffer mFBO;
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    NodeData(long id, ArrayList<Long> k)
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      {
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      ID              = id;
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      key             = k;
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      numPointingNodes= 1;
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      currTime        =-1;
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      mFBO            = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    NodeData data;
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    for (HashMap.Entry<ArrayList<Long>,NodeData> entry : mMapNodeID.entrySet())
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      {
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      data = entry.getValue();
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      if( data.mFBO != null )
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        {
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        data.mFBO.markForDeletion();
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        data.mFBO = null;
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        }
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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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    mNextNodeID = 0;
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    mMapNodeID.clear();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private ArrayList<Long> generateIDList()
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    {
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    ArrayList<Long> ret = new ArrayList<>();
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    if( mNumChildren[0]==0 )
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      {
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      // add a negative number so this leaf never gets confused with a internal node
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      // with a single child that happens to have ID identical to some leaf's Effects ID.
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      ret.add(-mEffects.getID());
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      }
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    else
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      {
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      DistortedNode node;
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      for(int i=0; i<mNumChildren[0]; i++)
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        {
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        node = mChildren.get(i);
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        ret.add(node.mData.ID);
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        }
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      // A bit questionable decision here - we are sorting the children IDs, which means
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      // that order in which we draw the children is going to be undefined (well, this is not
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      // strictly speaking true - when rendering, if no postprocessing and isomorphism are
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      // involved, we *DO* render the children in order they were added; if however there
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      // are two internal nodes with the same list of identical children, just added in a
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      // different order each time, then we consider them isomorphic, i.e. identical and only
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      // render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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      // exactly the same Z-height this might result in some unexpected sights).
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      //
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      // Reason: with the children being sorted by postprocessing buckets, the order is
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      // undefined anyway (although only when postprocessing is applied).
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      //
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      // See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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      // different order. You will see the number of renders go back to the original 14.
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      Collections.sort(ret);
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      }
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    ret.add( 0, mSurface.getID() );
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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  @SuppressWarnings("unused")
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  void debug(int depth)
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    {
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    String tmp="";
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    int i;
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    for(i=0; i<depth; i++) tmp +="   ";
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    tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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            mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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            " parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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    android.util.Log.e("NODE", tmp);
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    for(i=0; i<mNumChildren[0]; i++)
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      mChildren.get(i).debug(depth+1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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  @SuppressWarnings("unused")
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  static void debugMap()
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    {
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    NodeData tmp;
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    for(ArrayList<Long> key: mMapNodeID.keySet())
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      {
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      tmp = mMapNodeID.get(key);
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      android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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  private void adjustIsomorphism()
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    {
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    ArrayList<Long> newList = generateIDList();
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    NodeData newData = mMapNodeID.get(newList);
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    if( newData!=null )
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      {
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      newData.numPointingNodes++;
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      }
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    else
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      {
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      newData = new NodeData(++mNextNodeID,newList);
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      mMapNodeID.put(newList,newData);
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      }
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    boolean deleteOldFBO = false;
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    boolean createNewFBO = false;
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    if( --mData.numPointingNodes==0 )
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      {
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      mMapNodeID.remove(mData.key);
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      if( mData.mFBO!=null ) deleteOldFBO=true;
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      }
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    if( mNumChildren[0]>0 && newData.mFBO==null )
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      {
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      createNewFBO = true;
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      }
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    if( mNumChildren[0]==0 && newData.mFBO!=null )
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      {
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      newData.mFBO.markForDeletion();
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      android.util.Log.e("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
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      newData.mFBO = null;
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      }
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    if( deleteOldFBO && createNewFBO )
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      {
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      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
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      }
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    else if( deleteOldFBO )
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      {
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      mData.mFBO.markForDeletion();
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      //android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
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      mData.mFBO = null;
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      }
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    else if( createNewFBO )
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      {
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      int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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      int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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      newData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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      //android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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      }
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    mData = newData;
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    if( mParent!=null ) mParent.adjustIsomorphism();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int markStencilAndDepth(long currTime, DistortedOutputSurface surface, EffectQueuePostprocess queue)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      DistortedRenderState.setUpStencilMark();
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      mEffects.drawPriv(mSurface.getWidth() /2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, queue.getHalo()*surface.mMipmap);
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      DistortedRenderState.unsetUpStencilMark();
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      return 1;
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      }
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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  int drawNoBlend(long currTime, DistortedOutputSurface surface)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      mState.apply();
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      GLES31.glDisable(GLES31.GL_BLEND);
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      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
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      GLES31.glEnable(GLES31.GL_BLEND);
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      return 1;
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      }
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Use the Order Independent Transparency method to draw a non-postprocessed child.
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  int drawOIT(long currTime, DistortedOutputSurface surface)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      mState.apply();
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      mEffects.drawPrivOIT(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
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      return 1;
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      }
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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  int draw(long currTime, DistortedOutputSurface surface)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      mState.apply();
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      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
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      return 1;
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      }
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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  int renderRecursive(long currTime)
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    {
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    int numRenders = 0;
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    if( mNumChildren[0]>0 && mData.currTime!=currTime )
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      {
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      mData.currTime = currTime;
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      for (int i=0; i<mNumChildren[0]; i++)
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        {
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        numRenders += mChildren.get(i).renderRecursive(currTime);
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        }
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      if( mData.mFBO==null )
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        {
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        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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        mData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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        }
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      mData.mFBO.setAsOutput(currTime);
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      if( mSurface.setAsInput() )
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        {
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        numRenders++;
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        DistortedEffects.blitPriv(mData.mFBO);
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        }
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      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren,0, mRenderWayOIT);
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void setSurfaceParent(DistortedOutputSurface dep)
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    {
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    mSurfaceParent = dep;
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    mParent = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void sort()
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    {
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    if( mParent!=null )
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      {
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      mParent.mChildren.remove(this);
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      DistortedMaster.addSortingByBuckets(mParent.mChildren,this);
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      }
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    else if( mSurfaceParent!=null )
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      {
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      ArrayList<DistortedNode> children = mSurfaceParent.getChildren();
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      children.remove(this);
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      DistortedMaster.addSortingByBuckets(children,this);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of the Public API.
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 *
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 * @y.exclude
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 */
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  public EffectQueuePostprocess getPostprocessQueue()
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    {
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    return mEffects.getPostprocess();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Constructs new Node.
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 *     
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 * @param surface InputSurface to put into the new Node.
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 * @param effects DistortedEffects to put into the new Node.
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 * @param mesh MeshObject to put into the new Node.
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 */
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  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
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    {
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    mSurface       = surface;
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    mEffects       = effects;
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    mMesh          = mesh;
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    mState         = new DistortedRenderState();
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    mChildren      = null;
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    mNumChildren   = new int[1];
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    mNumChildren[0]= 0;
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    mParent        = null;
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    mSurfaceParent = null;
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    mRenderWayOIT  = false;
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    mFboW            = 0;  // i.e. take this from
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    mFboH            = 0;  // mSurface's dimensions
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    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
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    ArrayList<Long> list = new ArrayList<>();
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    list.add(mSurface.getID());
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    list.add(-mEffects.getID());
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    mData = mMapNodeID.get(list);
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    if( mData!=null )
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      {
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      mData.numPointingNodes++;
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      }
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    else
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      {
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      mData = new NodeData(++mNextNodeID,list);
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      mMapNodeID.put(list, mData);
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      }
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    mEffects.newNode(this);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////  
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/**
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 * Copy-constructs new Node from another Node.
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 *     
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 * @param node The DistortedNode to copy data from.
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 * @param flags bit field composed of a subset of the following:
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 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
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 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
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 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
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 */
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  public DistortedNode(DistortedNode node, int flags)
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    {
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    mEffects      = new DistortedEffects(node.mEffects,flags);
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    mMesh         = node.mMesh;
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    mState        = new DistortedRenderState();
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    mParent       = null;
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    mSurfaceParent= null;
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    mRenderWayOIT = false;
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    mFboW            = node.mFboW;
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    mFboH            = node.mFboH;
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    mFboDepthStencil = node.mFboDepthStencil;
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    if( (flags & Distorted.CLONE_SURFACE) != 0 )
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      {
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      mSurface = node.mSurface;
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      }
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    else
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      {
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      int w = node.mSurface.getWidth();
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      int h = node.mSurface.getHeight();
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      if( node.mSurface instanceof DistortedTexture )
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        {
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        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
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        }
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      else if( node.mSurface instanceof DistortedFramebuffer )
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        {
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        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
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        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
490
          {
491
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
492
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
493
          }
494
495 9ed80185 Leszek Koltunski
        mSurface = new DistortedFramebuffer(1,depthStencil,DistortedSurface.TYPE_TREE,w,h);
496 8ca9f899 Leszek Koltunski
        }
497 e7a20702 Leszek Koltunski
      }
498 9361b337 Leszek Koltunski
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
499 6a06a912 Leszek Koltunski
      {
500 c204c69d leszek
      if( node.mChildren==null )     // do NOT copy over the NULL!
501
        {
502
        node.mChildren = new ArrayList<>(2);
503
        }
504
505 6a06a912 Leszek Koltunski
      mChildren = node.mChildren;
506
      mNumChildren = node.mNumChildren;
507
      }
508
    else
509
      {
510
      mChildren = null;
511
      mNumChildren = new int[1];
512
      mNumChildren[0] = 0;
513
      }
514
   
515
    ArrayList<Long> list = generateIDList();
516
   
517
    mData = mMapNodeID.get(list);
518
   
519
    if( mData!=null )
520
      {
521
      mData.numPointingNodes++;
522
      }
523
    else
524
      {
525 af27df87 leszek
      mData = new NodeData(++mNextNodeID,list);
526 6a06a912 Leszek Koltunski
      mMapNodeID.put(list, mData);
527
      }
528 26a4e5f6 leszek
529
    mEffects.newNode(this);
530 6a06a912 Leszek Koltunski
    }
531 c204c69d leszek
532 406e2f6b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
533
  /**
534
   * When rendering this Node, should we use the Order Independent Transparency render more?
535
   * <p>
536
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
537
   * fragments in different ways depending on which fragments get rendered first, or the slower
538
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
539
   *
540
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
541
   */
542
  public void setOrderIndependentTransparency(boolean oit)
543
    {
544
    mRenderWayOIT = oit;
545
    }
546
547 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
548
/**
549
 * Adds a new child to the last position in the list of our Node's children.
550 c204c69d leszek
 * <p>
551
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
552 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
553 c204c69d leszek
 *
554 6a06a912 Leszek Koltunski
 * @param node The new Node to add.
555
 */
556 c204c69d leszek
  public void attach(DistortedNode node)
557 6a06a912 Leszek Koltunski
    {
558 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
559 efe3d8fe leszek
    DistortedMaster.newSlave(this);
560 6a06a912 Leszek Koltunski
    }
561 c204c69d leszek
562 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
563
/**
564
 * Adds a new child to the last position in the list of our Node's children.
565 c204c69d leszek
 * <p>
566
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
567 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
568 c204c69d leszek
 *
569 c5369f1b leszek
 * @param surface InputSurface to initialize our child Node with.
570 07d8ef09 Leszek Koltunski
 * @param effects DistortedEffects to initialize our child Node with.
571 05403bba Leszek Koltunski
 * @param mesh MeshObject to initialize our child Node with.
572 6a06a912 Leszek Koltunski
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
573
 */
574 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
575 6a06a912 Leszek Koltunski
    {
576 c204c69d leszek
    DistortedNode node = new DistortedNode(surface,effects,mesh);
577 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
578 efe3d8fe leszek
    DistortedMaster.newSlave(this);
579 c204c69d leszek
    return node;
580
    }
581 f8377ef8 leszek
582 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
583
/**
584
 * Removes the first occurrence of a specified child from the list of children of our Node.
585 c204c69d leszek
 * <p>
586
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
587 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
588 c204c69d leszek
 *
589 6a06a912 Leszek Koltunski
 * @param node The Node to remove.
590
 */
591 c204c69d leszek
  public void detach(DistortedNode node)
592 6a06a912 Leszek Koltunski
    {
593 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
594 efe3d8fe leszek
    DistortedMaster.newSlave(this);
595 6a06a912 Leszek Koltunski
    }
596 a09ada4c Leszek Koltunski
597 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
598
/**
599
 * Removes the first occurrence of a specified child from the list of children of our Node.
600 a09ada4c Leszek Koltunski
 * <p>
601
 * A bit questionable method as there can be many different Nodes attached as children, some
602
 * of them having the same Effects but - for instance - different Mesh. Use with care.
603 c204c69d leszek
 * <p>
604
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
605 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
606 a09ada4c Leszek Koltunski
 *
607 07d8ef09 Leszek Koltunski
 * @param effects DistortedEffects to remove.
608 6a06a912 Leszek Koltunski
 */
609 c204c69d leszek
  public void detach(DistortedEffects effects)
610 6a06a912 Leszek Koltunski
    {
611 07d8ef09 Leszek Koltunski
    long id = effects.getID();
612 a09ada4c Leszek Koltunski
    DistortedNode node;
613 efe3d8fe leszek
    boolean detached = false;
614 a09ada4c Leszek Koltunski
615 6a06a912 Leszek Koltunski
    for(int i=0; i<mNumChildren[0]; i++)
616
      {
617
      node = mChildren.get(i);
618 a09ada4c Leszek Koltunski
619 efe3d8fe leszek
      if( node.getEffects().getID()==id )
620 6a06a912 Leszek Koltunski
        {
621 efe3d8fe leszek
        detached = true;
622 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
623 efe3d8fe leszek
        DistortedMaster.newSlave(this);
624 c204c69d leszek
        break;
625 6a06a912 Leszek Koltunski
        }
626
      }
627 8baa1fe6 Leszek Koltunski
628
    if( !detached )
629
      {
630
      // if we failed to detach any, it still might be the case that
631 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
632
      int num = mJobs.size();
633
      Job job;
634 a09ada4c Leszek Koltunski
635 efe3d8fe leszek
      for(int i=0; i<num; i++)
636
        {
637
        job = mJobs.get(i);
638
639
        if( job.type==ATTACH && job.node.getEffects()==effects )
640
          {
641
          mJobs.remove(i);
642
          break;
643
          }
644
        }
645 6a06a912 Leszek Koltunski
      }
646 c204c69d leszek
    }
647
648
///////////////////////////////////////////////////////////////////////////////////////////////////
649
/**
650
 * Removes all children Nodes.
651
 * <p>
652
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
653 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
654 c204c69d leszek
 */
655
  public void detachAll()
656
    {
657 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
658 efe3d8fe leszek
    DistortedMaster.newSlave(this);
659 c204c69d leszek
    }
660
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663
 * This is not really part of the public API. Has to be public only because it is a part of the
664 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
665 c204c69d leszek
 * Java has no multiple inheritance.
666 d3725071 Leszek Koltunski
 *
667
 * @y.exclude
668 c204c69d leszek
 */
669 efe3d8fe leszek
  public void doWork()
670 c204c69d leszek
    {
671 efe3d8fe leszek
    int num = mJobs.size();
672
    Job job;
673
674
    int numChanges=0;
675
676
    for(int i=0; i<num; i++)
677 6a06a912 Leszek Koltunski
      {
678 efe3d8fe leszek
      job = mJobs.remove(0);
679 af27df87 leszek
680 efe3d8fe leszek
      switch(job.type)
681 af27df87 leszek
        {
682 efe3d8fe leszek
        case ATTACH: numChanges++;
683
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
684
                     job.node.mParent = this;
685 be60d4ff leszek
                     job.node.mSurfaceParent = null;
686 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
687 efe3d8fe leszek
                     mNumChildren[0]++;
688
                     break;
689
        case DETACH: numChanges++;
690
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
691
                       {
692
                       job.node.mParent = null;
693 be60d4ff leszek
                       job.node.mSurfaceParent = null;
694 efe3d8fe leszek
                       mNumChildren[0]--;
695
                       }
696
                     break;
697
        case DETALL: numChanges++;
698
                     if( mNumChildren[0]>0 )
699
                       {
700
                       DistortedNode tmp;
701
702
                       for(int j=mNumChildren[0]-1; j>=0; j--)
703
                         {
704
                         tmp = mChildren.remove(j);
705
                         tmp.mParent = null;
706 be60d4ff leszek
                         tmp.mSurfaceParent = null;
707 efe3d8fe leszek
                         }
708
709
                       mNumChildren[0] = 0;
710
                       }
711
                     break;
712 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
713 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
714 efe3d8fe leszek
                     break;
715 af27df87 leszek
        }
716 efe3d8fe leszek
      }
717 f28fffc2 Leszek Koltunski
718 be60d4ff leszek
    if( numChanges>0 ) adjustIsomorphism();
719 6a06a912 Leszek Koltunski
    }
720 13687207 leszek
721 27f42cd6 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
722 6a06a912 Leszek Koltunski
/**
723 421c2728 Leszek Koltunski
 * Returns the DistortedEffects object that's in the Node.
724 6a06a912 Leszek Koltunski
 * 
725 421c2728 Leszek Koltunski
 * @return The DistortedEffects contained in the Node.
726 6a06a912 Leszek Koltunski
 */
727 421c2728 Leszek Koltunski
  public DistortedEffects getEffects()
728 6a06a912 Leszek Koltunski
    {
729 07d8ef09 Leszek Koltunski
    return mEffects;
730 4e2382f3 Leszek Koltunski
    }
731
732
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734 c5369f1b leszek
 * Returns the DistortedInputSurface object that's in the Node.
735 4e2382f3 Leszek Koltunski
 *
736 c5369f1b leszek
 * @return The DistortedInputSurface contained in the Node.
737 4e2382f3 Leszek Koltunski
 */
738 c5369f1b leszek
  public DistortedInputSurface getSurface()
739 4e2382f3 Leszek Koltunski
    {
740 c5369f1b leszek
    return mSurface;
741 6a06a912 Leszek Koltunski
    }
742
743 f1a82766 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Returns the Mesh object that's in the Node.
746
 *
747
 * @return Mesh contained in the Node.
748
 */
749
  public MeshObject getMesh()
750
    {
751
    return mMesh;
752
    }
753
754 8c327653 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
755
/**
756 23eecbd9 Leszek Koltunski
 * Resizes the DistortedFramebuffer object that we render this Node to.
757 8c327653 Leszek Koltunski
 */
758 23eecbd9 Leszek Koltunski
  public void resize(int width, int height)
759 8c327653 Leszek Koltunski
    {
760 23eecbd9 Leszek Koltunski
    mFboW = width;
761
    mFboH = height;
762
763
    if ( mData.mFBO !=null )
764
      {
765
      // TODO: potentially allocate a new NodeData if we have to
766
      mData.mFBO.resize(width,height);
767
      }
768
    }
769
770
///////////////////////////////////////////////////////////////////////////////////////////////////
771
/**
772
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
773
 */
774
  public void enableDepthStencil(int depthStencil)
775
    {
776
    mFboDepthStencil = depthStencil;
777
778
    if ( mData.mFBO !=null )
779
      {
780
      // TODO: potentially allocate a new NodeData if we have to
781
      mData.mFBO.enableDepthStencil(depthStencil);
782
      }
783 8c327653 Leszek Koltunski
    }
784 6a06a912 Leszek Koltunski
785 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
786
// APIs that control how to set the OpenGL state just before rendering this Node.
787 c834348d leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
788
/**
789
 * When rendering this Node, use ColorMask (r,g,b,a).
790
 *
791
 * @param r Write to the RED color channel when rendering this Node?
792
 * @param g Write to the GREEN color channel when rendering this Node?
793
 * @param b Write to the BLUE color channel when rendering this Node?
794
 * @param a Write to the ALPHA channel when rendering this Node?
795
 */
796 13687207 leszek
  @SuppressWarnings("unused")
797 c834348d leszek
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
798
    {
799
    mState.glColorMask(r,g,b,a);
800
    }
801
802
///////////////////////////////////////////////////////////////////////////////////////////////////
803
/**
804
 * When rendering this Node, switch on writing to Depth buffer?
805
 *
806
 * @param mask Write to the Depth buffer when rendering this Node?
807
 */
808 13687207 leszek
  @SuppressWarnings("unused")
809 c834348d leszek
  public void glDepthMask(boolean mask)
810
    {
811
    mState.glDepthMask(mask);
812
    }
813
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * When rendering this Node, which bits of the Stencil buffer to write to?
817
 *
818
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
819
 */
820 13687207 leszek
  @SuppressWarnings("unused")
821 c834348d leszek
  public void glStencilMask(int mask)
822
    {
823
    mState.glStencilMask(mask);
824
    }
825
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * When rendering this Node, which Tests to enable?
829
 *
830
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
831
 */
832 13687207 leszek
  @SuppressWarnings("unused")
833 c834348d leszek
  public void glEnable(int test)
834
    {
835
    mState.glEnable(test);
836
    }
837
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * When rendering this Node, which Tests to enable?
841
 *
842
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
843
 */
844 13687207 leszek
  @SuppressWarnings("unused")
845 c834348d leszek
  public void glDisable(int test)
846
    {
847
    mState.glDisable(test);
848
    }
849
850
///////////////////////////////////////////////////////////////////////////////////////////////////
851
/**
852
 * When rendering this Node, use the following StencilFunc.
853
 *
854
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
855
 * @param ref  Reference valut to compare our stencil with.
856
 * @param mask Mask used when comparing.
857
 */
858 13687207 leszek
  @SuppressWarnings("unused")
859 c834348d leszek
  public void glStencilFunc(int func, int ref, int mask)
860
    {
861
    mState.glStencilFunc(func,ref,mask);
862
    }
863
864
///////////////////////////////////////////////////////////////////////////////////////////////////
865
/**
866
 * When rendering this Node, use the following StencilOp.
867
 * <p>
868
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
869
 *
870
 * @param sfail  What to do when Stencil Test fails.
871
 * @param dpfail What to do when Depth Test fails.
872
 * @param dppass What to do when Depth Test passes.
873
 */
874 13687207 leszek
  @SuppressWarnings("unused")
875 c834348d leszek
  public void glStencilOp(int sfail, int dpfail, int dppass)
876
    {
877
    mState.glStencilOp(sfail,dpfail,dppass);
878
    }
879
880
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * When rendering this Node, use the following DepthFunc.
883
 *
884
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
885
 */
886 13687207 leszek
  @SuppressWarnings("unused")
887 c834348d leszek
  public void glDepthFunc(int func)
888
    {
889
    mState.glDepthFunc(func);
890
    }
891
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
/**
894
 * When rendering this Node, use the following Blending mode.
895
 * <p>
896
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
897
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
898
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
899
 *
900
 * @param src Source Blend function
901
 * @param dst Destination Blend function
902
 */
903 13687207 leszek
  @SuppressWarnings("unused")
904 c834348d leszek
  public void glBlendFunc(int src, int dst)
905
    {
906
    mState.glBlendFunc(src,dst);
907
    }
908 ad16ed3b Leszek Koltunski
909
///////////////////////////////////////////////////////////////////////////////////////////////////
910
/**
911
 * Before rendering this Node, clear the following buffers.
912
 * <p>
913
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
914
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
915
 * Default: 0
916
 *
917
 * @param mask bitwise OR of BUFFER_BITs to clear.
918
 */
919
  @SuppressWarnings("unused")
920
  public void glClear(int mask)
921
    {
922
    mState.glClear(mask);
923
    }
924 8c327653 Leszek Koltunski
  }