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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ c8d70463

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private static DistortedOutputSurface   mBufferOIT;
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2, BOTH_DEPTH_STENCIL, TYPE_SYST, (int) (width * mipmap), (int) (height * mipmap));
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true, true, true, true);
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    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    mBufferOIT = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Vieport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void oitClear(DistortedOutputSurface buffer)
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    {
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    if( mBufferOIT==null )
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      {
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      mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight);
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      mBufferOIT.mMipmap = 1.0f;
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      mBufferOIT.mNear = buffer.mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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      }
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    if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight )
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      {
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      mBufferOIT.mWidth  = (int)(buffer.mWidth *mBufferOIT.mMipmap);
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      mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap);
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      mBufferOIT.mNear   = buffer.mNear;  // Near plane is independent of the mipmap level
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      //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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      mBufferOIT.createProjection();
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      int maxw = mBufferOIT.mWidth  > mBufferOIT.mRealWidth  ? mBufferOIT.mWidth  : mBufferOIT.mRealWidth;
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      int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight;
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      if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight)
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        {
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        mBufferOIT.mRealWidth = maxw;
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        mBufferOIT.mRealHeight = maxh;
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        mBufferOIT.recreate();
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        mBufferOIT.create();
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        }
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      }
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    if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV )
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      {
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      mBufferOIT.mNear = buffer.mNear;
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      mBufferOIT.mFOV  = buffer.mFOV;
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      mBufferOIT.createProjection();
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA);
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    GLES31.glClearDepthf(buffer.mClearDepth);
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    GLES31.glClearStencil(buffer.mClearStencil);
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    GLES31.glClear(buffer.mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedEffects.zeroOutAtomic();
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    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput();
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    //GLES31.glStencilMask(0x00);
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    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitRender(long currTime, DistortedOutputSurface buffer)
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    {
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    if( buffer==this )
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      {
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      android.util.Log.e("surface", "feedback loop in oitRender!");
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      return 0;
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      }
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void clearBuffer(DistortedOutputSurface buffer)
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    {
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    for(int i=buffer.mNumColors-2; i>=0; i--)
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      {
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void clear()
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    {
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    DistortedRenderState.colorDepthStencilOn();
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    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
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    GLES31.glClearDepthf(mClearDepth);
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    GLES31.glClearStencil(mClearStencil);
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    GLES31.glClear(mClear);
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    DistortedRenderState.colorDepthStencilRestore();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
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// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
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  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket=0;
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    oitClear(this);
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 )
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
431
        numRenders += child1.draw(time, mBufferOIT);
432
433
        //setAsOutput(time);
434
        //numRenders += child1.draw(time,this);
435
        }
436 60c1c622 leszek
      else
437
        {
438 56c6ca24 Leszek Koltunski
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
439 c9a24bfb Leszek Koltunski
440 915b7b2b leszek
        if( lastBucket!=currBucket )
441 c9a24bfb Leszek Koltunski
          {
442 375b3950 Leszek Koltunski
          if( lastBucket==0 )
443
            {
444 56c6ca24 Leszek Koltunski
            clonePostprocessingViewport(this);
445 375b3950 Leszek Koltunski
            }
446
          else
447 c9a24bfb Leszek Koltunski
            {
448
            for(int j=bucketChange; j<i; j++)
449
              {
450 3f44e745 Leszek Koltunski
              child2 = children.get(j);
451 70b6a155 Leszek Koltunski
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
452 c9a24bfb Leszek Koltunski
              }
453
454 61441ce2 Leszek Koltunski
            numRenders += lastQueue.postprocess(mBuffer);
455 7f30ed38 Leszek Koltunski
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
456 8777ce17 Leszek Koltunski
            clearBuffer(mBuffer[quality]);
457 c9a24bfb Leszek Koltunski
            }
458 660cd468 leszek
459 70b6a155 Leszek Koltunski
          internalQuality = currQueue.getInternalQuality();
460
          quality         = currQueue.getQuality();
461
          bucketChange    = i;
462 c9a24bfb Leszek Koltunski
          }
463
464 56c6ca24 Leszek Koltunski
        mBuffer[quality].setAsOutput(time);
465 8dccc3c2 Leszek Koltunski
        child1.drawNoBlend(time,mBuffer[quality]);
466 c9a24bfb Leszek Koltunski
467 8e28b6ff leszek
        if( i==numChildren-1 )
468 cf7394cc leszek
          {
469 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
470 c9a24bfb Leszek Koltunski
            {
471 3f44e745 Leszek Koltunski
            child2 = children.get(j);
472 70b6a155 Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
473 c9a24bfb Leszek Koltunski
            }
474
475 61441ce2 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer);
476 7f30ed38 Leszek Koltunski
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
477 56c6ca24 Leszek Koltunski
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
478
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
479 8777ce17 Leszek Koltunski
          clearBuffer(mBuffer[quality]);
480 cf7394cc leszek
          }
481 56c6ca24 Leszek Koltunski
        } // end else (postprocessed child)
482 b9798977 leszek
483 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
484
      lastBucket= currBucket;
485 56c6ca24 Leszek Koltunski
      } // end main for loop
486
487
    if( currBucket==0 ) // there was no postprocessing - we need to merge the main buffer
488
      {
489
      numRenders += oitRender(time,mBufferOIT);
490 95c441a2 leszek
      }
491 270c27bc Leszek Koltunski
492 39086ebb leszek
    return numRenders;
493
    }
494
495 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
496
497 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
498 be60d4ff leszek
    {
499 26a4e5f6 leszek
    return mChildren;
500 be60d4ff leszek
    }
501
502 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
503
/**
504
 * Not part of the Public API.
505
 *
506
 * @y.exclude
507
 */
508
  public float getWidthCorrection()
509
    {
510
    return (float)mWidth/mRealWidth;
511
    }
512
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514
/**
515
 * Not part of the Public API.
516
 *
517
 * @y.exclude
518
 */
519
  public float getHeightCorrection()
520
    {
521
    return (float)mHeight/mRealHeight;
522
    }
523
524 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
525
// PUBLIC API
526 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
527 c5369f1b leszek
/**
528 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
529 af4cc5db Leszek Koltunski
 * <p>
530
 * Must be called from a thread holding OpenGL Context.
531
 *
532 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
533 7691a39f leszek
 * @return Number of objects rendered.
534 c5369f1b leszek
 */
535 b2939df4 Leszek Koltunski
  public int render(long time)
536 af4cc5db Leszek Koltunski
    {
537 c204c69d leszek
    // change tree topology (attach and detach children)
538 889cce10 Leszek Koltunski
/*
539 42571056 Leszek Koltunski
    boolean changed1 =
540 889cce10 Leszek Koltunski
*/
541 efe3d8fe leszek
    DistortedMaster.toDo();
542 eadf0859 leszek
/*
543 42571056 Leszek Koltunski
    if( changed1 )
544 c204c69d leszek
      {
545
      for(int i=0; i<mNumChildren; i++)
546
        {
547 af27df87 leszek
        mChildren.get(i).debug(0);
548 c204c69d leszek
        }
549 af27df87 leszek
550 7691a39f leszek
      DistortedNode.debugMap();
551 c204c69d leszek
      }
552 eadf0859 leszek
*/
553 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
554
    // Watch out: FIRST change topology, only then deal
555
    // with OpenGL resources. That's because changing Tree
556
    // can result in additional Framebuffers that would need
557
    // to be created immediately, before the calls to drawRecursive()
558 42571056 Leszek Koltunski
/*
559
    boolean changed2 =
560
*/
561 f8377ef8 leszek
    toDo();
562 eadf0859 leszek
/*
563 42571056 Leszek Koltunski
    if( changed2 )
564 af27df87 leszek
      {
565 226144d0 leszek
      DistortedObject.debugLists();
566 42571056 Leszek Koltunski
      }
567 eadf0859 leszek
*/
568 c834348d leszek
    // mark OpenGL state as unknown
569
    DistortedRenderState.reset();
570 2ed1c692 leszek
571 b2939df4 Leszek Koltunski
    int numRenders=0;
572 7691a39f leszek
573 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
574 af4cc5db Leszek Koltunski
      {
575 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
576 af4cc5db Leszek Koltunski
      }
577 7691a39f leszek
578 070695a5 Leszek Koltunski
    setAsOutput(time);
579 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
580
581 7691a39f leszek
    return numRenders;
582 af4cc5db Leszek Koltunski
    }
583
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585 c5369f1b leszek
/**
586
 * Bind this Surface as a Framebuffer we can render to.
587 02ab6f9d leszek
 *
588
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
589
 *             out if this is the first time during present frame that this FBO is being set as output.
590
 *             If so, the library, in addition to binding the Surface for output, also clears the
591
 *             Surface's color and depth attachments.
592 c5369f1b leszek
 */
593 95c441a2 leszek
  public void setAsOutput(long time)
594 a436ccc5 leszek
    {
595 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
596 95c441a2 leszek
597
    if( mTime!=time )
598
      {
599
      mTime = time;
600 88c7b603 Leszek Koltunski
      clear();
601 95c441a2 leszek
      }
602 a436ccc5 leszek
    }
603 af4cc5db Leszek Koltunski
604 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
605
/**
606
 * Bind this Surface as a Framebuffer we can render to.
607
 * <p>
608
 * This version does not attempt to clear anything.
609
 */
610
611
  public void setAsOutput()
612
    {
613 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
614 1dfc9074 leszek
    }
615
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617
/**
618
 * Return the Near plane of the Projection included in the Surface.
619
 *
620
 * @return the Near plane.
621
 */
622
  public float getNear()
623
    {
624
    return mNear;
625
    }
626
627 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
628
/**
629
 * Set mipmap level.
630
 * <p>
631
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
632
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
633
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
634
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
635
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
636
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
637 8426bd6a Leszek Koltunski
 * <p>
638
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
639
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
640
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
641
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
642 638b5b5c leszek
 *
643
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
644
 *               does not make any sense (that would result in loss of speed and no gain in quality)
645
 */
646
  public void setMipmap(float mipmap)
647
    {
648
    mMipmap = mipmap;
649
    }
650
651 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
654 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
655 a9f41fa3 leszek
 *
656
 * @param r the Red component. Default: 0.0f
657
 * @param g the Green component. Default: 0.0f
658
 * @param b the Blue component. Default: 0.0f
659
 * @param a the Alpha component. Default: 0.0f
660
 */
661
  public void glClearColor(float r, float g, float b, float a)
662
    {
663
    mClearR = r;
664
    mClearG = g;
665
    mClearB = b;
666
    mClearA = a;
667
    }
668
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670
/**
671 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
672
 * the Depth buffer of our Surface at the beginning of each frame.
673 a9f41fa3 leszek
 *
674
 * @param d the Depth. Default: 1.0f
675
 */
676
  public void glClearDepthf(float d)
677
    {
678
    mClearDepth = d;
679
    }
680
681 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
682
/**
683
 * Uses glClearStencil() to set up a value with which to clear the
684
 * Stencil buffer of our Surface at the beginning of each frame.
685
 *
686
 * @param s the Stencil. Default: 0
687
 */
688
  public void glClearStencil(int s)
689
    {
690
    mClearStencil = s;
691
    }
692
693 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Which buffers to Clear at the beginning of each frame?
696
 * <p>
697
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
698
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
699
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
700
 *
701
 * @param mask bitwise OR of BUFFER_BITs to clear.
702
 */
703
  public void glClear(int mask)
704
    {
705
    mClear = mask;
706
    }
707
708 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Create new Projection matrix.
711
 *
712
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
713 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
714
 * @param near Distance between the screen plane and the near plane.
715 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
716
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
717 af4cc5db Leszek Koltunski
 */
718 54fe333a leszek
  public void setProjection(float fov, float near)
719 af4cc5db Leszek Koltunski
    {
720 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
721
      {
722
      mFOV = fov;
723
      }
724
725
    if( near<   1.0f && near> 0.0f )
726
      {
727
      mNear= near;
728
      }
729
    else if( near<=0.0f )
730
      {
731
      mNear = 0.01f;
732
      }
733
    else if( near>=1.0f )
734
      {
735
      mNear=0.99f;
736
      }
737 af4cc5db Leszek Koltunski
738
    createProjection();
739
    }
740
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742 c5369f1b leszek
/**
743 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
744 c7da4e65 leszek
 * <p>
745
 * This method can be safely called mid-render as it doesn't interfere with rendering.
746 af4cc5db Leszek Koltunski
 *
747
 * @param width The new width.
748
 * @param height The new height.
749 c5369f1b leszek
 */
750 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
751
    {
752
    if( mWidth!=width || mHeight!=height )
753
      {
754 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
755
      mHeight= mRealHeight= height;
756 f8377ef8 leszek
757
      createProjection();
758
759 c7da4e65 leszek
      if( mColorCreated==CREATED )
760 f8377ef8 leszek
        {
761 f28fffc2 Leszek Koltunski
        markForCreation();
762 f8377ef8 leszek
        recreate();
763
        }
764 af4cc5db Leszek Koltunski
      }
765
    }
766 a09ada4c Leszek Koltunski
767 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
768
/**
769 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
770 a436ccc5 leszek
 *
771 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
772 a436ccc5 leszek
 */
773 89de975c leszek
  public boolean hasDepth()
774 a436ccc5 leszek
    {
775 89de975c leszek
    return mDepthStencilCreated==CREATED;
776 a436ccc5 leszek
    }
777
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779
/**
780 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
781 a436ccc5 leszek
 *
782 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
783 a436ccc5 leszek
 */
784 89de975c leszek
  public boolean hasStencil()
785 a436ccc5 leszek
    {
786 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
787 a436ccc5 leszek
    }
788
789 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
790
/**
791
 * Adds a new child to the last position in the list of our Surface's children.
792 c204c69d leszek
 * <p>
793
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
794 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
795 a09ada4c Leszek Koltunski
 *
796
 * @param node The new Node to add.
797
 */
798 c204c69d leszek
  public void attach(DistortedNode node)
799 a09ada4c Leszek Koltunski
    {
800 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
801 efe3d8fe leszek
    DistortedMaster.newSlave(this);
802 a09ada4c Leszek Koltunski
    }
803
804
///////////////////////////////////////////////////////////////////////////////////////////////////
805
/**
806
 * Adds a new child to the last position in the list of our Surface's children.
807 c204c69d leszek
 * <p>
808
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
809 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
810 a09ada4c Leszek Koltunski
 *
811
 * @param surface InputSurface to initialize our child Node with.
812
 * @param effects DistortedEffects to initialize our child Node with.
813
 * @param mesh MeshObject to initialize our child Node with.
814
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
815
 */
816 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
817 a09ada4c Leszek Koltunski
    {
818
    DistortedNode node = new DistortedNode(surface,effects,mesh);
819 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
820 efe3d8fe leszek
    DistortedMaster.newSlave(this);
821 c204c69d leszek
    return node;
822
    }
823
824 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * Removes the first occurrence of a specified child from the list of children of our Surface.
827
 * <p>
828
 * A bit questionable method as there can be many different Nodes attached as children, some
829
 * of them having the same Effects but - for instance - different Mesh. Use with care.
830
 * <p>
831
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
832 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
833 af27df87 leszek
 *
834
 * @param effects DistortedEffects to remove.
835
 */
836
  public void detach(DistortedEffects effects)
837
    {
838
    long id = effects.getID();
839
    DistortedNode node;
840 8baa1fe6 Leszek Koltunski
    boolean detached = false;
841 af27df87 leszek
842
    for(int i=0; i<mNumChildren; i++)
843
      {
844
      node = mChildren.get(i);
845
846
      if( node.getEffects().getID()==id )
847
        {
848 8baa1fe6 Leszek Koltunski
        detached = true;
849 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
850 efe3d8fe leszek
        DistortedMaster.newSlave(this);
851 af27df87 leszek
        break;
852
        }
853
      }
854 8baa1fe6 Leszek Koltunski
855
    if( !detached )
856
      {
857
      // if we failed to detach any, it still might be the case that
858 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
859
      int num = mJobs.size();
860
      Job job;
861
862
      for(int i=0; i<num; i++)
863
        {
864
        job = mJobs.get(i);
865
866
        if( job.type==ATTACH && job.node.getEffects()==effects )
867
          {
868
          mJobs.remove(i);
869
          break;
870
          }
871
        }
872 8baa1fe6 Leszek Koltunski
      }
873 af27df87 leszek
    }
874
875 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
876
/**
877
 * Removes the first occurrence of a specified child from the list of children of our Surface.
878 c204c69d leszek
 * <p>
879
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
880 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
881 c204c69d leszek
 *
882
 * @param node The Node to remove.
883
 */
884
  public void detach(DistortedNode node)
885
    {
886 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
887 efe3d8fe leszek
    DistortedMaster.newSlave(this);
888 a09ada4c Leszek Koltunski
    }
889
890
///////////////////////////////////////////////////////////////////////////////////////////////////
891
/**
892
 * Removes all children Nodes.
893 c204c69d leszek
 * <p>
894
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
895 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
896 c204c69d leszek
 */
897
  public void detachAll()
898
    {
899 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
900 efe3d8fe leszek
    DistortedMaster.newSlave(this);
901 c204c69d leszek
    }
902
903
///////////////////////////////////////////////////////////////////////////////////////////////////
904
/**
905
 * This is not really part of the public API. Has to be public only because it is a part of the
906 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
907 c204c69d leszek
 * Java has no multiple inheritance.
908 43fbf0dd leszek
 *
909
 * @y.exclude
910 a09ada4c Leszek Koltunski
 */
911 efe3d8fe leszek
  public void doWork()
912 a09ada4c Leszek Koltunski
    {
913 efe3d8fe leszek
    int num = mJobs.size();
914
    Job job;
915
916
    for(int i=0; i<num; i++)
917
      {
918
      job = mJobs.remove(0);
919
920
      switch(job.type)
921
        {
922 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
923
                     job.node.setSurfaceParent(this);
924
                     DistortedMaster.addSorted(mChildren,job.node);
925 efe3d8fe leszek
                     mNumChildren++;
926
                     break;
927 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
928 efe3d8fe leszek
                       {
929 be60d4ff leszek
                       job.node.setSurfaceParent(null);
930 efe3d8fe leszek
                       mNumChildren--;
931
                       }
932
                     break;
933 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
934 efe3d8fe leszek
                       {
935 be60d4ff leszek
                       DistortedNode tmp;
936
937
                       for(int j=mNumChildren-1; j>=0; j--)
938
                         {
939
                         tmp = mChildren.remove(j);
940
                         tmp.setSurfaceParent(null);
941
                         }
942
943 efe3d8fe leszek
                       mNumChildren = 0;
944
                       }
945
                     break;
946 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
947 be60d4ff leszek
                     DistortedMaster.addSorted(mChildren,job.node);
948 efe3d8fe leszek
                     break;
949
        }
950
      }
951 a09ada4c Leszek Koltunski
    }
952 af4cc5db Leszek Koltunski
}