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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.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 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 boolean mRenderWayOIT;
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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=null;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH;
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  int[] mFBOH;
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  private long[] mTime;
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mRenderWayOIT = false;
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    if( mBuffer!=null )
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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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      mBuffer = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
262
          {
263
          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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266
          surface.recreate();
267
          surface.create();
268
          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
276
    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(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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    // clear buffers
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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(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutputFBO(fbo);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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307
    return 1;
308
    }
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310
///////////////////////////////////////////////////////////////////////////////////////////////////
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312
  private static void oitClear(DistortedOutputSurface buffer)
313
    {
314
    DistortedEffects.zeroOutAtomic();
315
    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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321
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
322
    {
323
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(time,fbo);
325
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
328
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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330
    DistortedRenderState.colorDepthStencilOn();
331
    DistortedRenderState.enableDepthTest();
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333
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
334
    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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339
    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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342
    return 1;
343
    }
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345
///////////////////////////////////////////////////////////////////////////////////////////////////
346
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
347

    
348
  private int oitRender(long currTime, int fbo)
349
    {
350
    float corrW = getWidthCorrection();
351
    float corrH = getHeightCorrection();
352

    
353
    // Do the Collapse Pass only if we do have a Depth attachment.
354
    // Otherwise there's no point (in fact we then would create a feedback loop!)
355

    
356
    if( mDepthStencilH[fbo] != 0 )
357
      {
358
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
359
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
360
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
361
      DistortedRenderState.switchOffColorDepthStencil();
362
      DistortedEffects.oitCollapse(this, corrW, corrH);
363
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
364
      }
365

    
366
    setAsOutputFBO(currTime,fbo);
367
    DistortedRenderState.switchColorDepthOnStencilOff();
368
    DistortedEffects.oitRender(this, corrW, corrH);
369
    DistortedRenderState.restoreColorDepthStencil();
370

    
371
    return 1;
372
    }
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374
///////////////////////////////////////////////////////////////////////////////////////////////////
375

    
376
  void clear()
377
    {
378
    DistortedRenderState.colorDepthStencilOn();
379
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
380
    GLES31.glClearDepthf(mClearDepth);
381
    GLES31.glClearStencil(mClearStencil);
382
    GLES31.glClear(mClear);
383
    DistortedRenderState.colorDepthStencilRestore();
384
    }
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386
///////////////////////////////////////////////////////////////////////////////////////////////////
387
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
388
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
389
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
390

    
391
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
392
    {
393
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
394
    DistortedNode child1, child2;
395
    EffectQueuePostprocess lastQueue=null, currQueue;
396
    long lastBucket=0, currBucket;
397

    
398
    if( oit && numChildren>0 )
399
      {
400
      oitClear(this);
401
      }
402

    
403
    for(int i=0; i<numChildren; i++)
404
      {
405
      child1 = children.get(i);
406
      currQueue = child1.getPostprocessQueue();
407
      currBucket= currQueue.getID();
408

    
409
      if( currBucket==0 )
410
        {
411
        setAsOutputFBO(time,fbo);
412

    
413
        if( oit )
414
          {
415
          numRenders += child1.drawOIT(time, this);
416
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
417
          }
418
        else
419
          {
420
          numRenders += child1.draw(time, this);
421
          }
422
        }
423
      else
424
        {
425
        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
426

    
427
        if( lastBucket!=currBucket )
428
          {
429
          if( lastBucket==0 )
430
            {
431
            clonePostprocessingViewport(this);
432
            }
433
          else
434
            {
435
            for(int j=bucketChange; j<i; j++)
436
              {
437
              child2 = children.get(j);
438
              mBuffer[internalQuality].setAsOutputFBO(fbo);
439
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
440
              }
441

    
442
            numRenders += lastQueue.postprocess(mBuffer,fbo);
443

    
444
            if( oit )
445
              {
446
              numRenders += oitBuild(time, mBuffer[quality], fbo);
447
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
448
              }
449
            else
450
              {
451
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
452
              }
453
            mBuffer[quality].clearBuffer(fbo);
454
            }
455

    
456
          internalQuality = currQueue.getInternalQuality();
457
          quality         = currQueue.getQuality();
458
          bucketChange    = i;
459
          }
460

    
461
        mBuffer[quality].setAsOutputFBO(time,fbo);
462
        child1.drawNoBlend(time,mBuffer[quality]);
463

    
464
        if( i==numChildren-1 )
465
          {
466
          for(int j=bucketChange; j<numChildren; j++)
467
            {
468
            child2 = children.get(j);
469
            mBuffer[internalQuality].setAsOutputFBO(fbo);
470
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
471
            }
472

    
473
          numRenders += currQueue.postprocess(mBuffer,fbo);
474

    
475
          if( oit )
476
            {
477
            numRenders += oitBuild(time, mBuffer[quality], fbo);
478
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
479
            mBuffer[quality].clearBuffer(fbo);
480
            }
481
          else
482
            {
483
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
484
            }
485
          }
486
        } // end else (postprocessed child)
487

    
488
      lastQueue = currQueue;
489
      lastBucket= currBucket;
490
      } // end main for loop
491

    
492
    if( oit && numChildren>0 )
493
      {
494
      numRenders += oitRender(time, fbo);  // merge the OIT linked list
495
      }
496

    
497
    return numRenders;
498
    }
499

    
500
///////////////////////////////////////////////////////////////////////////////////////////////////
501

    
502
  ArrayList<DistortedNode> getChildren()
503
    {
504
    return mChildren;
505
    }
506

    
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508
/**
509
 * Not part of the Public API.
510
 *
511
 * @y.exclude
512
 */
513
  public float getWidthCorrection()
514
    {
515
    return (float)mWidth/mRealWidth;
516
    }
517

    
518
///////////////////////////////////////////////////////////////////////////////////////////////////
519
/**
520
 * Not part of the Public API.
521
 *
522
 * @y.exclude
523
 */
524
  public float getHeightCorrection()
525
    {
526
    return (float)mHeight/mRealHeight;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530

    
531
  private void clearBuffer(int fbo)
532
    {
533
    DistortedRenderState.colorDepthStencilOn();
534

    
535
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
536
    GLES31.glClearDepthf(mClearDepth);
537
    GLES31.glClearStencil(mClearStencil);
538

    
539
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
540
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
541
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
542
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
543
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
544

    
545
    DistortedRenderState.colorDepthStencilRestore();
546
    }
547

    
548
///////////////////////////////////////////////////////////////////////////////////////////////////
549

    
550
  private void setAsOutputFBO(long time, int fbo)
551
    {
552
    if( fbo>=0 && fbo<mNumFBOs )
553
      {
554
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
555

    
556
      if (mTime[fbo] != time)
557
        {
558
        mTime[fbo] = time;
559
        clear();
560
        }
561
      }
562
    else
563
      {
564
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
565
      }
566
    }
567

    
568
///////////////////////////////////////////////////////////////////////////////////////////////////
569
/**
570
 * Not part of the Public API.
571
 *
572
 * @y.exclude
573
 */
574
  public void setAsOutputFBO(int fbo)
575
    {
576
    if( fbo>=0 && fbo<mNumFBOs )
577
      {
578
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
579
      }
580
    else
581
      {
582
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
583
      }
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
// PUBLIC API
588
///////////////////////////////////////////////////////////////////////////////////////////////////
589
/**
590
 * Draws all the attached children to this OutputSurface's 0th FBO.
591
 * <p>
592
 * Must be called from a thread holding OpenGL Context.
593
 *
594
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
595
 * @return Number of objects rendered.
596
 */
597
  public int render(long time)
598
    {
599
    return render(time,0);
600
    }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603
/**
604
 * Draws all the attached children to this OutputSurface.
605
 * <p>
606
 * Must be called from a thread holding OpenGL Context.
607
 *
608
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
609
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
610
 * @return Number of objects rendered.
611
 */
612
  public int render(long time, int fbo)
613
    {
614
    // change tree topology (attach and detach children)
615
/*
616
    boolean changed1 =
617
*/
618
    DistortedMaster.toDo();
619
/*
620
    if( changed1 )
621
      {
622
      for(int i=0; i<mNumChildren; i++)
623
        {
624
        mChildren.get(i).debug(0);
625
        }
626

    
627
      DistortedNode.debugMap();
628
      }
629
*/
630
    // create and delete all underlying OpenGL resources
631
    // Watch out: FIRST change topology, only then deal
632
    // with OpenGL resources. That's because changing Tree
633
    // can result in additional Framebuffers that would need
634
    // to be created immediately, before the calls to drawRecursive()
635
/*
636
    boolean changed2 =
637
*/
638
    toDo();
639
/*
640
    if( changed2 )
641
      {
642
      DistortedObject.debugLists();
643
      }
644
*/
645
    // mark OpenGL state as unknown
646
    DistortedRenderState.reset();
647

    
648
    int numRenders=0;
649

    
650
    for(int i=0; i<mNumChildren; i++)
651
      {
652
      numRenders += mChildren.get(i).renderRecursive(time);
653
      }
654

    
655
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
656

    
657
    return numRenders;
658
    }
659

    
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661
/**
662
 * Bind this Surface as a Framebuffer we can render to.
663
 *
664
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
665
 *             out if this is the first time during present frame that this FBO is being set as output.
666
 *             If so, the library, in addition to binding the Surface for output, also clears the
667
 *             Surface's color and depth attachments.
668
 */
669
  public void setAsOutput(long time)
670
    {
671
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
672

    
673
    if( mTime[0]!=time )
674
      {
675
      mTime[0] = time;
676
      clear();
677
      }
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Bind this Surface as a Framebuffer we can render to.
683
 * <p>
684
 * This version does not attempt to clear anything.
685
 */
686
  public void setAsOutput()
687
    {
688
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Return the Near plane of the Projection included in the Surface.
694
 *
695
 * @return the Near plane.
696
 */
697
  public float getNear()
698
    {
699
    return mNear;
700
    }
701

    
702
///////////////////////////////////////////////////////////////////////////////////////////////////
703
/**
704
 * Set mipmap level.
705
 * <p>
706
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
707
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
708
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
709
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
710
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
711
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
712
 * <p>
713
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
714
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
715
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
716
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
717
 *
718
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
719
 *               does not make any sense (that would result in loss of speed and no gain in quality)
720
 */
721
  public void setMipmap(float mipmap)
722
    {
723
    mMipmap = mipmap;
724
    }
725

    
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
729
 * this Surface at the beginning of each frame.
730
 *
731
 * @param r the Red component. Default: 0.0f
732
 * @param g the Green component. Default: 0.0f
733
 * @param b the Blue component. Default: 0.0f
734
 * @param a the Alpha component. Default: 0.0f
735
 */
736
  public void glClearColor(float r, float g, float b, float a)
737
    {
738
    mClearR = r;
739
    mClearG = g;
740
    mClearB = b;
741
    mClearA = a;
742
    }
743

    
744
///////////////////////////////////////////////////////////////////////////////////////////////////
745
/**
746
 * Uses glClearDepthf() to set up a value with which to clear
747
 * the Depth buffer of our Surface at the beginning of each frame.
748
 *
749
 * @param d the Depth. Default: 1.0f
750
 */
751
  public void glClearDepthf(float d)
752
    {
753
    mClearDepth = d;
754
    }
755

    
756
///////////////////////////////////////////////////////////////////////////////////////////////////
757
/**
758
 * Uses glClearStencil() to set up a value with which to clear the
759
 * Stencil buffer of our Surface at the beginning of each frame.
760
 *
761
 * @param s the Stencil. Default: 0
762
 */
763
  public void glClearStencil(int s)
764
    {
765
    mClearStencil = s;
766
    }
767

    
768
///////////////////////////////////////////////////////////////////////////////////////////////////
769
/**
770
 * Which buffers to Clear at the beginning of each frame?
771
 * <p>
772
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
773
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
774
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
775
 *
776
 * @param mask bitwise OR of BUFFER_BITs to clear.
777
 */
778
  public void glClear(int mask)
779
    {
780
    mClear = mask;
781
    }
782

    
783
///////////////////////////////////////////////////////////////////////////////////////////////////
784
/**
785
 * Create new Projection matrix.
786
 *
787
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
788
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
789
 * @param near Distance between the screen plane and the near plane.
790
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
791
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
792
 */
793
  public void setProjection(float fov, float near)
794
    {
795
    if( fov < 180.0f && fov >=0.0f )
796
      {
797
      mFOV = fov;
798
      }
799

    
800
    if( near<   1.0f && near> 0.0f )
801
      {
802
      mNear= near;
803
      }
804
    else if( near<=0.0f )
805
      {
806
      mNear = 0.01f;
807
      }
808
    else if( near>=1.0f )
809
      {
810
      mNear=0.99f;
811
      }
812

    
813
    if( mBuffer!=null )
814
      {
815
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
816
      }
817

    
818
    createProjection();
819
    }
820

    
821
///////////////////////////////////////////////////////////////////////////////////////////////////
822
/**
823
 * Resize the underlying Framebuffer.
824
 * <p>
825
 * This method can be safely called mid-render as it doesn't interfere with rendering.
826
 *
827
 * @param width The new width.
828
 * @param height The new height.
829
 */
830
  public void resize(int width, int height)
831
    {
832
    if( mWidth!=width || mHeight!=height )
833
      {
834
      mWidth = mRealWidth = width;
835
      mHeight= mRealHeight= height;
836

    
837
      createProjection();
838

    
839
      if( mColorCreated==CREATED )
840
        {
841
        markForCreation();
842
        recreate();
843
        }
844
      }
845
    }
846

    
847
///////////////////////////////////////////////////////////////////////////////////////////////////
848
/**
849
 * Return true if the Surface contains a DEPTH attachment.
850
 *
851
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
852
 */
853
  public boolean hasDepth()
854
    {
855
    return mDepthStencilCreated==CREATED;
856
    }
857

    
858
///////////////////////////////////////////////////////////////////////////////////////////////////
859
/**
860
 * Return true if the Surface contains a STENCIL attachment.
861
 *
862
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
863
 */
864
  public boolean hasStencil()
865
    {
866
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
867
    }
868

    
869
///////////////////////////////////////////////////////////////////////////////////////////////////
870
/**
871
 * When rendering this Node, should we use the Order Independent Transparency render more?
872
 * <p>
873
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
874
 * fragments in different ways depending on which fragments get rendered first, or the slower
875
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
876
 *
877
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
878
 */
879
  public void setOrderIndependentTransparency(boolean oit)
880
    {
881
    mRenderWayOIT = oit;
882
    }
883

    
884
///////////////////////////////////////////////////////////////////////////////////////////////////
885
/**
886
 * Adds a new child to the last position in the list of our Surface's children.
887
 * <p>
888
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
889
 * DistortedMaster (by calling doWork())
890
 *
891
 * @param node The new Node to add.
892
 */
893
  public void attach(DistortedNode node)
894
    {
895
    mJobs.add(new Job(ATTACH,node));
896
    DistortedMaster.newSlave(this);
897
    }
898

    
899
///////////////////////////////////////////////////////////////////////////////////////////////////
900
/**
901
 * Adds a new child to the last position in the list of our Surface's children.
902
 * <p>
903
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
904
 * DistortedMaster (by calling doWork())
905
 *
906
 * @param surface InputSurface to initialize our child Node with.
907
 * @param effects DistortedEffects to initialize our child Node with.
908
 * @param mesh MeshObject to initialize our child Node with.
909
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
910
 */
911
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
912
    {
913
    DistortedNode node = new DistortedNode(surface,effects,mesh);
914
    mJobs.add(new Job(ATTACH,node));
915
    DistortedMaster.newSlave(this);
916
    return node;
917
    }
918

    
919
///////////////////////////////////////////////////////////////////////////////////////////////////
920
/**
921
 * Removes the first occurrence of a specified child from the list of children of our Surface.
922
 * <p>
923
 * A bit questionable method as there can be many different Nodes attached as children, some
924
 * of them having the same Effects but - for instance - different Mesh. Use with care.
925
 * <p>
926
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
927
 * DistortedMaster (by calling doWork())
928
 *
929
 * @param effects DistortedEffects to remove.
930
 */
931
  public void detach(DistortedEffects effects)
932
    {
933
    long id = effects.getID();
934
    DistortedNode node;
935
    boolean detached = false;
936

    
937
    for(int i=0; i<mNumChildren; i++)
938
      {
939
      node = mChildren.get(i);
940

    
941
      if( node.getEffects().getID()==id )
942
        {
943
        detached = true;
944
        mJobs.add(new Job(DETACH,node));
945
        DistortedMaster.newSlave(this);
946
        break;
947
        }
948
      }
949

    
950
    if( !detached )
951
      {
952
      // if we failed to detach any, it still might be the case that
953
      // there's an ATTACH job that we need to cancel.
954
      int num = mJobs.size();
955
      Job job;
956

    
957
      for(int i=0; i<num; i++)
958
        {
959
        job = mJobs.get(i);
960

    
961
        if( job.type==ATTACH && job.node.getEffects()==effects )
962
          {
963
          mJobs.remove(i);
964
          break;
965
          }
966
        }
967
      }
968
    }
969

    
970
///////////////////////////////////////////////////////////////////////////////////////////////////
971
/**
972
 * Removes the first occurrence of a specified child from the list of children of our Surface.
973
 * <p>
974
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
975
 * DistortedMaster (by calling doWork())
976
 *
977
 * @param node The Node to remove.
978
 */
979
  public void detach(DistortedNode node)
980
    {
981
    mJobs.add(new Job(DETACH,node));
982
    DistortedMaster.newSlave(this);
983
    }
984

    
985
///////////////////////////////////////////////////////////////////////////////////////////////////
986
/**
987
 * Removes all children Nodes.
988
 * <p>
989
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
990
 * DistortedMaster (by calling doWork())
991
 */
992
  public void detachAll()
993
    {
994
    mJobs.add(new Job(DETALL,null));
995
    DistortedMaster.newSlave(this);
996
    }
997

    
998
///////////////////////////////////////////////////////////////////////////////////////////////////
999
/**
1000
 * This is not really part of the public API. Has to be public only because it is a part of the
1001
 * DistortedSlave interface, which should really be a class that we extend here instead but
1002
 * Java has no multiple inheritance.
1003
 *
1004
 * @y.exclude
1005
 */
1006
  public void doWork()
1007
    {
1008
    int num = mJobs.size();
1009
    Job job;
1010

    
1011
    for(int i=0; i<num; i++)
1012
      {
1013
      job = mJobs.remove(0);
1014

    
1015
      switch(job.type)
1016
        {
1017
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1018
                     job.node.setSurfaceParent(this);
1019
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1020
                     mNumChildren++;
1021
                     break;
1022
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1023
                       {
1024
                       job.node.setSurfaceParent(null);
1025
                       mNumChildren--;
1026
                       }
1027
                     break;
1028
        case DETALL: if( mNumChildren>0 )
1029
                       {
1030
                       DistortedNode tmp;
1031

    
1032
                       for(int j=mNumChildren-1; j>=0; j--)
1033
                         {
1034
                         tmp = mChildren.remove(j);
1035
                         tmp.setSurfaceParent(null);
1036
                         }
1037

    
1038
                       mNumChildren = 0;
1039
                       }
1040
                     break;
1041
        case SORT  : mChildren.remove(job.node);
1042
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1043
                     break;
1044
        }
1045
      }
1046
    }
1047
}
(8-8/21)