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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ c41d046c

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private static DistortedOutputSurface   mBufferOIT;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2, BOTH_DEPTH_STENCIL, TYPE_SYST, (int) (width * mipmap), (int) (height * mipmap));
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    mBufferOIT = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Vieport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void oitClear(DistortedOutputSurface buffer)
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    {
262
    if( mBufferOIT==null )
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      {
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      mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight);
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      mBufferOIT.mMipmap = 1.0f;
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      mBufferOIT.mNear = buffer.mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
270
      }
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    if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight )
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      {
274
      mBufferOIT.mWidth  = (int)(buffer.mWidth *mBufferOIT.mMipmap);
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      mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap);
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      mBufferOIT.mNear   = buffer.mNear;  // Near plane is independent of the mipmap level
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      //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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      mBufferOIT.createProjection();
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      int maxw = mBufferOIT.mWidth  > mBufferOIT.mRealWidth  ? mBufferOIT.mWidth  : mBufferOIT.mRealWidth;
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      int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight;
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286
      if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight)
287
        {
288
        mBufferOIT.mRealWidth = maxw;
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        mBufferOIT.mRealHeight = maxh;
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291
        mBufferOIT.recreate();
292
        mBufferOIT.create();
293
        }
294
      }
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    if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV )
297
      {
298
      mBufferOIT.mNear = buffer.mNear;
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      mBufferOIT.mFOV  = buffer.mFOV;
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      mBufferOIT.createProjection();
301
      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA);
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    GLES31.glClearDepthf(buffer.mClearDepth);
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    GLES31.glClearStencil(buffer.mClearStencil);
308
    GLES31.glClear(buffer.mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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311
    DistortedEffects.zeroOutAtomic();
312
    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
315
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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319
  private int oitBuild(DistortedOutputSurface buffer)
320
    {
321
    GLES31.glViewport(0, 0, mWidth, mHeight);
322
    setAsOutput();
323
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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328
    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
329
    //GLES31.glStencilMask(0x00);
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331
    DistortedRenderState.colorDepthStencilOn();
332
    DistortedRenderState.enableDepthTest();
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334
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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340
    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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343
    return 1;
344
    }
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346
///////////////////////////////////////////////////////////////////////////////////////////////////
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348
  private int oitRender(long currTime, DistortedOutputSurface buffer)
349
    {
350
    GLES31.glViewport(0, 0, mWidth, mHeight);
351
    setAsOutput(currTime);
352
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
353
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
354
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
355
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
356

    
357
    DistortedRenderState.enableStencil();
358

    
359
    // we have to unbind DEPTH buffer lest we create a feedback loop
360

    
361
    if( mDepthStencil==BOTH_DEPTH_STENCIL )
362
      {
363
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
364
      }
365
    else if( mDepthStencil==DEPTH_NO_STENCIL )
366
      {
367
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT        , GLES31.GL_TEXTURE_2D, 0, 0);
368
      }
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370
    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
371

    
372
    if( mDepthStencil==BOTH_DEPTH_STENCIL )
373
      {
374
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
375
      }
376
    else if( mDepthStencil==DEPTH_NO_STENCIL )
377
      {
378
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT        , GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
379
      }
380

    
381
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
382
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
383

    
384
    DistortedRenderState.restoreStencil();
385

    
386
    return 1;
387
    }
388

    
389
///////////////////////////////////////////////////////////////////////////////////////////////////
390

    
391
  private static void clearBuffer(DistortedOutputSurface buffer)
392
    {
393
    GLES31.glStencilMask(0xff);
394
    GLES31.glDepthMask(true);
395
    GLES31.glColorMask(true,true,true,true);
396
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
397
    GLES31.glClearDepthf(1.0f);
398
    GLES31.glClearStencil(0);
399

    
400
    buffer.setAsOutput();
401
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
402
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
403

    
404
    for(int i=buffer.mNumColors-2; i>=0; i--)
405
      {
406
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
407
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
408
      }
409
    }
410

    
411
///////////////////////////////////////////////////////////////////////////////////////////////////
412

    
413
  void clear()
414
    {
415
    DistortedRenderState.colorDepthStencilOn();
416
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
417
    GLES31.glClearDepthf(mClearDepth);
418
    GLES31.glClearStencil(mClearStencil);
419
    GLES31.glClear(mClear);
420
    DistortedRenderState.colorDepthStencilRestore();
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
425
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
426
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
427

    
428
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
429
    {
430
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
431
    DistortedNode child1, child2;
432
    EffectQueuePostprocess lastQueue=null, currQueue;
433
    long lastBucket=0, currBucket=0;
434

    
435
    oitClear(this);
436

    
437
    for(int i=0; i<numChildren; i++)
438
      {
439
      child1 = children.get(i);
440
      currQueue = child1.getPostprocessQueue();
441
      currBucket= currQueue.getID();
442

    
443
      if( currBucket==0 )
444
        {
445
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
446
        numRenders += child1.draw(time, mBufferOIT);
447

    
448
        //setAsOutput(time);
449
        //numRenders += child1.draw(time,this);
450
        }
451
      else
452
        {
453
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
454

    
455
        if( lastBucket!=currBucket )
456
          {
457
          if( lastBucket==0 )
458
            {
459
            clonePostprocessingViewport(this);
460
            }
461
          else
462
            {
463
            for(int j=bucketChange; j<i; j++)
464
              {
465
              child2 = children.get(j);
466
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
467
              }
468

    
469
            numRenders += lastQueue.postprocess(mBuffer);
470
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
471
            clearBuffer(mBuffer[quality]);
472
            }
473

    
474
          internalQuality = currQueue.getInternalQuality();
475
          quality         = currQueue.getQuality();
476
          bucketChange    = i;
477
          }
478

    
479
        mBuffer[quality].setAsOutput(time);
480
        child1.drawNoBlend(time,mBuffer[quality]);
481

    
482
        if( i==numChildren-1 )
483
          {
484
          for(int j=bucketChange; j<numChildren; j++)
485
            {
486
            child2 = children.get(j);
487
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
488
            }
489

    
490
          numRenders += currQueue.postprocess(mBuffer);
491
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
492
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
493
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
494
          clearBuffer(mBuffer[quality]);
495
          }
496
        } // end else (postprocessed child)
497

    
498
      lastQueue = currQueue;
499
      lastBucket= currBucket;
500
      } // end main for loop
501

    
502
    if( currBucket==0 ) // there was no postprocessing - we need to merge the main buffer
503
      {
504
      numRenders += oitRender(time,mBufferOIT);
505
      }
506

    
507
    return numRenders;
508
    }
509

    
510
///////////////////////////////////////////////////////////////////////////////////////////////////
511

    
512
  ArrayList<DistortedNode> getChildren()
513
    {
514
    return mChildren;
515
    }
516

    
517
///////////////////////////////////////////////////////////////////////////////////////////////////
518
/**
519
 * Not part of the Public API.
520
 *
521
 * @y.exclude
522
 */
523
  public float getWidthCorrection()
524
    {
525
    return (float)mWidth/mRealWidth;
526
    }
527

    
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
/**
530
 * Not part of the Public API.
531
 *
532
 * @y.exclude
533
 */
534
  public float getHeightCorrection()
535
    {
536
    return (float)mHeight/mRealHeight;
537
    }
538

    
539
///////////////////////////////////////////////////////////////////////////////////////////////////
540
// PUBLIC API
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542
/**
543
 * Draws all the attached children to this OutputSurface.
544
 * <p>
545
 * Must be called from a thread holding OpenGL Context.
546
 *
547
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
548
 * @return Number of objects rendered.
549
 */
550
  public int render(long time)
551
    {
552
    // change tree topology (attach and detach children)
553
/*
554
    boolean changed1 =
555
*/
556
    DistortedMaster.toDo();
557
/*
558
    if( changed1 )
559
      {
560
      for(int i=0; i<mNumChildren; i++)
561
        {
562
        mChildren.get(i).debug(0);
563
        }
564

    
565
      DistortedNode.debugMap();
566
      }
567
*/
568
    // create and delete all underlying OpenGL resources
569
    // Watch out: FIRST change topology, only then deal
570
    // with OpenGL resources. That's because changing Tree
571
    // can result in additional Framebuffers that would need
572
    // to be created immediately, before the calls to drawRecursive()
573
/*
574
    boolean changed2 =
575
*/
576
    toDo();
577
/*
578
    if( changed2 )
579
      {
580
      DistortedObject.debugLists();
581
      }
582
*/
583
    // mark OpenGL state as unknown
584
    DistortedRenderState.reset();
585

    
586
    int numRenders=0;
587

    
588
    for(int i=0; i<mNumChildren; i++)
589
      {
590
      numRenders += mChildren.get(i).renderRecursive(time);
591
      }
592

    
593
    setAsOutput(time);
594
    numRenders += renderChildren(time,mNumChildren,mChildren);
595

    
596
    return numRenders;
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
/**
601
 * Bind this Surface as a Framebuffer we can render to.
602
 *
603
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
604
 *             out if this is the first time during present frame that this FBO is being set as output.
605
 *             If so, the library, in addition to binding the Surface for output, also clears the
606
 *             Surface's color and depth attachments.
607
 */
608
  public void setAsOutput(long time)
609
    {
610
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
611

    
612
    if( mTime!=time )
613
      {
614
      mTime = time;
615
      clear();
616
      }
617
    }
618

    
619
///////////////////////////////////////////////////////////////////////////////////////////////////
620
/**
621
 * Bind this Surface as a Framebuffer we can render to.
622
 * <p>
623
 * This version does not attempt to clear anything.
624
 */
625

    
626
  public void setAsOutput()
627
    {
628
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
629
    }
630

    
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632
/**
633
 * Return the Near plane of the Projection included in the Surface.
634
 *
635
 * @return the Near plane.
636
 */
637
  public float getNear()
638
    {
639
    return mNear;
640
    }
641

    
642
///////////////////////////////////////////////////////////////////////////////////////////////////
643
/**
644
 * Set mipmap level.
645
 * <p>
646
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
647
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
648
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
649
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
650
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
651
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
652
 * <p>
653
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
654
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
655
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
656
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
657
 *
658
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
659
 *               does not make any sense (that would result in loss of speed and no gain in quality)
660
 */
661
  public void setMipmap(float mipmap)
662
    {
663
    mMipmap = mipmap;
664
    }
665

    
666
///////////////////////////////////////////////////////////////////////////////////////////////////
667
/**
668
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
669
 * this Surface at the beginning of each frame.
670
 *
671
 * @param r the Red component. Default: 0.0f
672
 * @param g the Green component. Default: 0.0f
673
 * @param b the Blue component. Default: 0.0f
674
 * @param a the Alpha component. Default: 0.0f
675
 */
676
  public void glClearColor(float r, float g, float b, float a)
677
    {
678
    mClearR = r;
679
    mClearG = g;
680
    mClearB = b;
681
    mClearA = a;
682
    }
683

    
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
/**
686
 * Uses glClearDepthf() to set up a value with which to clear
687
 * the Depth buffer of our Surface at the beginning of each frame.
688
 *
689
 * @param d the Depth. Default: 1.0f
690
 */
691
  public void glClearDepthf(float d)
692
    {
693
    mClearDepth = d;
694
    }
695

    
696
///////////////////////////////////////////////////////////////////////////////////////////////////
697
/**
698
 * Uses glClearStencil() to set up a value with which to clear the
699
 * Stencil buffer of our Surface at the beginning of each frame.
700
 *
701
 * @param s the Stencil. Default: 0
702
 */
703
  public void glClearStencil(int s)
704
    {
705
    mClearStencil = s;
706
    }
707

    
708
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Which buffers to Clear at the beginning of each frame?
711
 * <p>
712
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
713
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
714
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
715
 *
716
 * @param mask bitwise OR of BUFFER_BITs to clear.
717
 */
718
  public void glClear(int mask)
719
    {
720
    mClear = mask;
721
    }
722

    
723
///////////////////////////////////////////////////////////////////////////////////////////////////
724
/**
725
 * Create new Projection matrix.
726
 *
727
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
728
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
729
 * @param near Distance between the screen plane and the near plane.
730
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
731
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
732
 */
733
  public void setProjection(float fov, float near)
734
    {
735
    if( fov < 180.0f && fov >=0.0f )
736
      {
737
      mFOV = fov;
738
      }
739

    
740
    if( near<   1.0f && near> 0.0f )
741
      {
742
      mNear= near;
743
      }
744
    else if( near<=0.0f )
745
      {
746
      mNear = 0.01f;
747
      }
748
    else if( near>=1.0f )
749
      {
750
      mNear=0.99f;
751
      }
752

    
753
    createProjection();
754
    }
755

    
756
///////////////////////////////////////////////////////////////////////////////////////////////////
757
/**
758
 * Resize the underlying Framebuffer.
759
 * <p>
760
 * This method can be safely called mid-render as it doesn't interfere with rendering.
761
 *
762
 * @param width The new width.
763
 * @param height The new height.
764
 */
765
  public void resize(int width, int height)
766
    {
767
    if( mWidth!=width || mHeight!=height )
768
      {
769
      mWidth = mRealWidth = width;
770
      mHeight= mRealHeight= height;
771

    
772
      createProjection();
773

    
774
      if( mColorCreated==CREATED )
775
        {
776
        markForCreation();
777
        recreate();
778
        }
779
      }
780
    }
781

    
782
///////////////////////////////////////////////////////////////////////////////////////////////////
783
/**
784
 * Return true if the Surface contains a DEPTH attachment.
785
 *
786
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
787
 */
788
  public boolean hasDepth()
789
    {
790
    return mDepthStencilCreated==CREATED;
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794
/**
795
 * Return true if the Surface contains a STENCIL attachment.
796
 *
797
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
798
 */
799
  public boolean hasStencil()
800
    {
801
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
802
    }
803

    
804
///////////////////////////////////////////////////////////////////////////////////////////////////
805
/**
806
 * Adds a new child to the last position in the list of our Surface's children.
807
 * <p>
808
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
809
 * DistortedMaster (by calling doWork())
810
 *
811
 * @param node The new Node to add.
812
 */
813
  public void attach(DistortedNode node)
814
    {
815
    mJobs.add(new Job(ATTACH,node));
816
    DistortedMaster.newSlave(this);
817
    }
818

    
819
///////////////////////////////////////////////////////////////////////////////////////////////////
820
/**
821
 * Adds a new child to the last position in the list of our Surface's children.
822
 * <p>
823
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
824
 * DistortedMaster (by calling doWork())
825
 *
826
 * @param surface InputSurface to initialize our child Node with.
827
 * @param effects DistortedEffects to initialize our child Node with.
828
 * @param mesh MeshObject to initialize our child Node with.
829
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
830
 */
831
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
832
    {
833
    DistortedNode node = new DistortedNode(surface,effects,mesh);
834
    mJobs.add(new Job(ATTACH,node));
835
    DistortedMaster.newSlave(this);
836
    return node;
837
    }
838

    
839
///////////////////////////////////////////////////////////////////////////////////////////////////
840
/**
841
 * Removes the first occurrence of a specified child from the list of children of our Surface.
842
 * <p>
843
 * A bit questionable method as there can be many different Nodes attached as children, some
844
 * of them having the same Effects but - for instance - different Mesh. Use with care.
845
 * <p>
846
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
847
 * DistortedMaster (by calling doWork())
848
 *
849
 * @param effects DistortedEffects to remove.
850
 */
851
  public void detach(DistortedEffects effects)
852
    {
853
    long id = effects.getID();
854
    DistortedNode node;
855
    boolean detached = false;
856

    
857
    for(int i=0; i<mNumChildren; i++)
858
      {
859
      node = mChildren.get(i);
860

    
861
      if( node.getEffects().getID()==id )
862
        {
863
        detached = true;
864
        mJobs.add(new Job(DETACH,node));
865
        DistortedMaster.newSlave(this);
866
        break;
867
        }
868
      }
869

    
870
    if( !detached )
871
      {
872
      // if we failed to detach any, it still might be the case that
873
      // there's an ATTACH job that we need to cancel.
874
      int num = mJobs.size();
875
      Job job;
876

    
877
      for(int i=0; i<num; i++)
878
        {
879
        job = mJobs.get(i);
880

    
881
        if( job.type==ATTACH && job.node.getEffects()==effects )
882
          {
883
          mJobs.remove(i);
884
          break;
885
          }
886
        }
887
      }
888
    }
889

    
890
///////////////////////////////////////////////////////////////////////////////////////////////////
891
/**
892
 * Removes the first occurrence of a specified child from the list of children of our Surface.
893
 * <p>
894
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
895
 * DistortedMaster (by calling doWork())
896
 *
897
 * @param node The Node to remove.
898
 */
899
  public void detach(DistortedNode node)
900
    {
901
    mJobs.add(new Job(DETACH,node));
902
    DistortedMaster.newSlave(this);
903
    }
904

    
905
///////////////////////////////////////////////////////////////////////////////////////////////////
906
/**
907
 * Removes all children Nodes.
908
 * <p>
909
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
910
 * DistortedMaster (by calling doWork())
911
 */
912
  public void detachAll()
913
    {
914
    mJobs.add(new Job(DETALL,null));
915
    DistortedMaster.newSlave(this);
916
    }
917

    
918
///////////////////////////////////////////////////////////////////////////////////////////////////
919
/**
920
 * This is not really part of the public API. Has to be public only because it is a part of the
921
 * DistortedSlave interface, which should really be a class that we extend here instead but
922
 * Java has no multiple inheritance.
923
 *
924
 * @y.exclude
925
 */
926
  public void doWork()
927
    {
928
    int num = mJobs.size();
929
    Job job;
930

    
931
    for(int i=0; i<num; i++)
932
      {
933
      job = mJobs.remove(0);
934

    
935
      switch(job.type)
936
        {
937
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
938
                     job.node.setSurfaceParent(this);
939
                     DistortedMaster.addSorted(mChildren,job.node);
940
                     mNumChildren++;
941
                     break;
942
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
943
                       {
944
                       job.node.setSurfaceParent(null);
945
                       mNumChildren--;
946
                       }
947
                     break;
948
        case DETALL: if( mNumChildren>0 )
949
                       {
950
                       DistortedNode tmp;
951

    
952
                       for(int j=mNumChildren-1; j>=0; j--)
953
                         {
954
                         tmp = mChildren.remove(j);
955
                         tmp.setSurfaceParent(null);
956
                         }
957

    
958
                       mNumChildren = 0;
959
                       }
960
                     break;
961
        case SORT  : mChildren.remove(job.node);
962
                     DistortedMaster.addSorted(mChildren,job.node);
963
                     break;
964
        }
965
      }
966
    }
967
}
(8-8/21)