Project

General

Profile

Download (31.4 KB) Statistics
| Branch: | Revision:

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

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.main;
21

    
22
import android.opengl.GLES31;
23
import android.opengl.Matrix;
24

    
25
import org.distorted.library.effect.EffectQuality;
26

    
27
import java.util.ArrayList;
28

    
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30
/**
31
 * This is not really part of the public API.
32
 *
33
 * @y.exclude
34
 */
35
public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
36
{
37
/**
38
 * Do not create DEPTH or STENCIL attachment
39
 */
40
  public static final int NO_DEPTH_NO_STENCIL = 0;
41
/**
42
 * Create DEPTH, but not STENCIL
43
 */
44
  public static final int DEPTH_NO_STENCIL    = 1;
45
/**
46
 * Create both DEPTH and STENCIL
47
 */
48
  public static final int BOTH_DEPTH_STENCIL  = 2;
49

    
50
  private static final int ATTACH = 0;
51
  private static final int DETACH = 1;
52
  private static final int DETALL = 2;
53
  private static final int SORT   = 3;
54

    
55
  private ArrayList<DistortedNode> mChildren;
56
  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
57

    
58
  private class Job
59
    {
60
    int type;
61
    DistortedNode node;
62

    
63
    Job(int t, DistortedNode n)
64
      {
65
      type = t;
66
      node = n;
67
      }
68
    }
69

    
70
  private ArrayList<Job> mJobs = new ArrayList<>();
71

    
72
  // Global buffers used for postprocessing.
73
  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
74
  private static DistortedOutputSurface   mBufferOIT;
75

    
76
  private long mTime;
77
  private float mFOV;
78
  float mDistance, mNear;
79
  float[] mProjectionMatrix;
80

    
81
  int mDepthStencilCreated;
82
  int mDepthStencil;
83
  int[] mDepthStencilH = new int[1];
84
  int[] mFBOH          = new int[1];
85

    
86
  private float mClearR, mClearG, mClearB, mClearA;
87
  private float mClearDepth;
88
  private int mClearStencil;
89
  private int mClear;
90
  float mMipmap;
91

    
92
  int mRealWidth;   // the Surface can be backed up with a texture that is
93
  int mRealHeight;  // larger than the viewport we have to it.
94
                    // mWidth,mHeight are the sizes of the Viewport, those -
95
                    // sizes of the backing up texture.
96

    
97
///////////////////////////////////////////////////////////////////////////////////////////////////
98

    
99
  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
100
    {
101
    super(width,height,createColor,numcolors,type);
102

    
103
    mRealWidth = width;
104
    mRealHeight= height;
105

    
106
    mProjectionMatrix = new float[16];
107

    
108
    mFOV = 60.0f;
109
    mNear=  0.5f;
110

    
111
    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
112
    mDepthStencil = depthStencil;
113

    
114
    mFBOH[0]         = fbo;
115
    mDepthStencilH[0]= 0;
116

    
117
    mTime = 0;
118

    
119
    mClearR = 0.0f;
120
    mClearG = 0.0f;
121
    mClearB = 0.0f;
122
    mClearA = 0.0f;
123

    
124
    mClearDepth = 1.0f;
125
    mClearStencil = 0;
126
    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
127

    
128
    mMipmap = 1.0f;
129

    
130
    createProjection();
131
    }
132

    
133
///////////////////////////////////////////////////////////////////////////////////////////////////
134

    
135
  private void createProjection()
136
    {
137
    if( mWidth>0 && mHeight>1 )
138
      {
139
      if( mFOV>0.0f )  // perspective projection
140
        {
141
        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
142
        float q = mWidth*mNear;
143
        float c = mHeight*mNear;
144

    
145
        float left   = -q/2;
146
        float right  = +q/2;
147
        float bottom = -c/2;
148
        float top    = +c/2;
149
        float near   =  c/a;
150

    
151
        mDistance    = mHeight/a;
152
        float far    = 2*mDistance-near;
153

    
154
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
155
        }
156
      else             // parallel projection
157
        {
158
        float left   = -mWidth/2.0f;
159
        float right  = +mWidth/2.0f;
160
        float bottom = -mHeight/2.0f;
161
        float top    = +mHeight/2.0f;
162
        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
163
        mDistance    = mWidth+mHeight;
164
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
165

    
166
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
167
        }
168
      }
169
    }
170

    
171
///////////////////////////////////////////////////////////////////////////////////////////////////
172

    
173
  private static void createPostprocessingBuffers(int width, int height, float near)
174
    {
175
    float mipmap=1.0f;
176

    
177
    for (int j=0; j<EffectQuality.LENGTH; j++)
178
      {
179
      mBuffer[j] = new DistortedFramebuffer(2, BOTH_DEPTH_STENCIL, TYPE_SYST, (int) (width * mipmap), (int) (height * mipmap));
180
      mBuffer[j].mMipmap = mipmap;
181
      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
182
      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
183

    
184
      mipmap *= EffectQuality.MULTIPLIER;
185
      }
186

    
187
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
188

    
189
    GLES31.glStencilMask(0xff);
190
    GLES31.glDepthMask(true);
191
    GLES31.glColorMask(true, true, true, true);
192
    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
193
    GLES31.glClearDepthf(1.0f);
194
    GLES31.glClearStencil(0);
195

    
196
    for (int j=0; j<EffectQuality.LENGTH; j++)
197
      {
198
      mBuffer[j].setAsOutput();
199
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
200
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
201
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
202
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
203
      }
204
    }
205

    
206
///////////////////////////////////////////////////////////////////////////////////////////////////
207

    
208
  static synchronized void onDestroy()
209
    {
210
    for(int j=0; j<EffectQuality.LENGTH; j++)
211
      {
212
      mBuffer[j] = null;
213
      }
214

    
215
    mBufferOIT = null;
216
    }
217

    
218
///////////////////////////////////////////////////////////////////////////////////////////////////
219
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
220
// set of them) so before we use them for output, we need to adjust the Vieport as if they were
221
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
222
// adjust the texture coords - see the get{Width|Height}Correction functions.
223

    
224
  private static void clonePostprocessingViewport(DistortedOutputSurface from)
225
    {
226
    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
227
      {
228
      DistortedOutputSurface surface;
229

    
230
      for(int i=0; i<EffectQuality.LENGTH; i++)
231
        {
232
        surface = mBuffer[i];
233

    
234
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
235
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
236

    
237
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
238

    
239
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
240

    
241
        surface.createProjection();
242

    
243
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
244
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
245

    
246
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
247
          {
248
          surface.mRealWidth = maxw;
249
          surface.mRealHeight = maxh;
250

    
251
          surface.recreate();
252
          surface.create();
253
          }
254
        }
255
      }
256
    }
257

    
258
///////////////////////////////////////////////////////////////////////////////////////////////////
259

    
260
  private static void oitClear(DistortedOutputSurface buffer)
261
    {
262
    if( mBufferOIT==null )
263
      {
264
      mBufferOIT = new DistortedFramebuffer(1, BOTH_DEPTH_STENCIL, TYPE_SYST, buffer.mWidth, buffer.mHeight);
265
      mBufferOIT.mMipmap = 1.0f;
266
      mBufferOIT.mNear = buffer.mNear;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
267
      mBufferOIT.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
268

    
269
      DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
270
      }
271

    
272
    if( mBufferOIT.mWidth != buffer.mWidth || mBufferOIT.mHeight != buffer.mHeight )
273
      {
274
      mBufferOIT.mWidth  = (int)(buffer.mWidth *mBufferOIT.mMipmap);
275
      mBufferOIT.mHeight = (int)(buffer.mHeight*mBufferOIT.mMipmap);
276

    
277
      mBufferOIT.mNear   = buffer.mNear;  // Near plane is independent of the mipmap level
278

    
279
      //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
280

    
281
      mBufferOIT.createProjection();
282

    
283
      int maxw = mBufferOIT.mWidth  > mBufferOIT.mRealWidth  ? mBufferOIT.mWidth  : mBufferOIT.mRealWidth;
284
      int maxh = mBufferOIT.mHeight > mBufferOIT.mRealHeight ? mBufferOIT.mHeight : mBufferOIT.mRealHeight;
285

    
286
      if (maxw > mBufferOIT.mRealWidth || maxh > mBufferOIT.mRealHeight)
287
        {
288
        mBufferOIT.mRealWidth = maxw;
289
        mBufferOIT.mRealHeight = maxh;
290

    
291
        mBufferOIT.recreate();
292
        mBufferOIT.create();
293
        }
294
      }
295

    
296
    if( mBufferOIT.mNear != buffer.mNear || mBufferOIT.mFOV != buffer.mFOV )
297
      {
298
      mBufferOIT.mNear = buffer.mNear;
299
      mBufferOIT.mFOV  = buffer.mFOV;
300
      mBufferOIT.createProjection();
301
      }
302

    
303
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBufferOIT.mFBOH[0]);
304
    DistortedRenderState.colorDepthStencilOn();
305
    GLES31.glClearColor(buffer.mClearR, buffer.mClearG, buffer.mClearB, buffer.mClearA);
306
    GLES31.glClearDepthf(buffer.mClearDepth);
307
    GLES31.glClearStencil(buffer.mClearStencil);
308
    GLES31.glClear(buffer.mClear);
309
    DistortedRenderState.colorDepthStencilRestore();
310

    
311
    DistortedEffects.zeroOutAtomic();
312
    DistortedEffects.oitClear(buffer);
313

    
314
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
315
    }
316

    
317
///////////////////////////////////////////////////////////////////////////////////////////////////
318

    
319
  private int oitBuild(DistortedOutputSurface buffer)
320
    {
321
    GLES31.glViewport(0, 0, mWidth, mHeight);
322
    setAsOutput();
323
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
324
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
325
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
326
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
327

    
328
    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
329
    //GLES31.glStencilMask(0x00);
330

    
331
    DistortedRenderState.colorDepthStencilOn();
332
    DistortedRenderState.enableDepthTest();
333

    
334
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
335
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
336
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
337
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
338
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
339

    
340
    DistortedRenderState.colorDepthStencilRestore();
341
    DistortedRenderState.restoreDepthTest();
342

    
343
    return 1;
344
    }
345

    
346
///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  private int oitRender(long currTime, DistortedOutputSurface buffer)
349
    {
350
    if( buffer==this )
351
      {
352
      android.util.Log.e("surface", "feedback loop in oitRender!");
353
      return 0;
354
      }
355

    
356
    GLES31.glViewport(0, 0, mWidth, mHeight);
357
    setAsOutput(currTime);
358
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
359
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
360
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
361
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
362

    
363
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
364
    GLES31.glStencilMask(0x00);
365

    
366
    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
367

    
368
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
369
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
370

    
371
    return 1;
372
    }
373

    
374
///////////////////////////////////////////////////////////////////////////////////////////////////
375

    
376
  private static void clearBuffer(DistortedOutputSurface buffer)
377
    {
378
    GLES31.glStencilMask(0xff);
379
    GLES31.glDepthMask(true);
380
    GLES31.glColorMask(true,true,true,true);
381
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
382
    GLES31.glClearDepthf(1.0f);
383
    GLES31.glClearStencil(0);
384

    
385
    buffer.setAsOutput();
386
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
387
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
388

    
389
    for(int i=buffer.mNumColors-2; i>=0; i--)
390
      {
391
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
392
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
393
      }
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397

    
398
  void clear()
399
    {
400
    DistortedRenderState.colorDepthStencilOn();
401
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
402
    GLES31.glClearDepthf(mClearDepth);
403
    GLES31.glClearStencil(mClearStencil);
404
    GLES31.glClear(mClear);
405
    DistortedRenderState.colorDepthStencilRestore();
406
    }
407

    
408
///////////////////////////////////////////////////////////////////////////////////////////////////
409
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
410
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
411
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
412

    
413
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
414
    {
415
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
416
    DistortedNode child1, child2;
417
    EffectQueuePostprocess lastQueue=null, currQueue;
418
    long lastBucket=0, currBucket=0;
419

    
420
    oitClear(this);
421

    
422
    for(int i=0; i<numChildren; i++)
423
      {
424
      child1 = children.get(i);
425
      currQueue = child1.getPostprocessQueue();
426
      currBucket= currQueue.getID();
427

    
428
      if( currBucket==0 )
429
        {
430
        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
      else
437
        {
438
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
439

    
440
        if( lastBucket!=currBucket )
441
          {
442
          if( lastBucket==0 )
443
            {
444
            clonePostprocessingViewport(this);
445
            }
446
          else
447
            {
448
            for(int j=bucketChange; j<i; j++)
449
              {
450
              child2 = children.get(j);
451
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
452
              }
453

    
454
            numRenders += lastQueue.postprocess(mBuffer);
455
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
456
            clearBuffer(mBuffer[quality]);
457
            }
458

    
459
          internalQuality = currQueue.getInternalQuality();
460
          quality         = currQueue.getQuality();
461
          bucketChange    = i;
462
          }
463

    
464
        mBuffer[quality].setAsOutput(time);
465
        child1.drawNoBlend(time,mBuffer[quality]);
466

    
467
        if( i==numChildren-1 )
468
          {
469
          for(int j=bucketChange; j<numChildren; j++)
470
            {
471
            child2 = children.get(j);
472
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
473
            }
474

    
475
          numRenders += currQueue.postprocess(mBuffer);
476
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
477
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
478
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
479
          clearBuffer(mBuffer[quality]);
480
          }
481
        } // end else (postprocessed child)
482

    
483
      lastQueue = currQueue;
484
      lastBucket= currBucket;
485
      } // 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
      }
491

    
492
    return numRenders;
493
    }
494

    
495
///////////////////////////////////////////////////////////////////////////////////////////////////
496

    
497
  ArrayList<DistortedNode> getChildren()
498
    {
499
    return mChildren;
500
    }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
525
// PUBLIC API
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527
/**
528
 * Draws all the attached children to this OutputSurface.
529
 * <p>
530
 * Must be called from a thread holding OpenGL Context.
531
 *
532
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
533
 * @return Number of objects rendered.
534
 */
535
  public int render(long time)
536
    {
537
    // change tree topology (attach and detach children)
538
/*
539
    boolean changed1 =
540
*/
541
    DistortedMaster.toDo();
542
/*
543
    if( changed1 )
544
      {
545
      for(int i=0; i<mNumChildren; i++)
546
        {
547
        mChildren.get(i).debug(0);
548
        }
549

    
550
      DistortedNode.debugMap();
551
      }
552
*/
553
    // 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
/*
559
    boolean changed2 =
560
*/
561
    toDo();
562
/*
563
    if( changed2 )
564
      {
565
      DistortedObject.debugLists();
566
      }
567
*/
568
    // mark OpenGL state as unknown
569
    DistortedRenderState.reset();
570

    
571
    int numRenders=0;
572

    
573
    for(int i=0; i<mNumChildren; i++)
574
      {
575
      numRenders += mChildren.get(i).renderRecursive(time);
576
      }
577

    
578
    setAsOutput(time);
579
    numRenders += renderChildren(time,mNumChildren,mChildren);
580

    
581
    return numRenders;
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585
/**
586
 * Bind this Surface as a Framebuffer we can render to.
587
 *
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
 */
593
  public void setAsOutput(long time)
594
    {
595
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
596

    
597
    if( mTime!=time )
598
      {
599
      mTime = time;
600
      clear();
601
      }
602
    }
603

    
604
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
614
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
654
 * this Surface at the beginning of each frame.
655
 *
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
 * 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
 *
674
 * @param d the Depth. Default: 1.0f
675
 */
676
  public void glClearDepthf(float d)
677
    {
678
    mClearDepth = d;
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Create new Projection matrix.
711
 *
712
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
713
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
714
 * @param near Distance between the screen plane and the near plane.
715
 *             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
 */
718
  public void setProjection(float fov, float near)
719
    {
720
    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

    
738
    createProjection();
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Resize the underlying Framebuffer.
744
 * <p>
745
 * This method can be safely called mid-render as it doesn't interfere with rendering.
746
 *
747
 * @param width The new width.
748
 * @param height The new height.
749
 */
750
  public void resize(int width, int height)
751
    {
752
    if( mWidth!=width || mHeight!=height )
753
      {
754
      mWidth = mRealWidth = width;
755
      mHeight= mRealHeight= height;
756

    
757
      createProjection();
758

    
759
      if( mColorCreated==CREATED )
760
        {
761
        markForCreation();
762
        recreate();
763
        }
764
      }
765
    }
766

    
767
///////////////////////////////////////////////////////////////////////////////////////////////////
768
/**
769
 * Return true if the Surface contains a DEPTH attachment.
770
 *
771
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
772
 */
773
  public boolean hasDepth()
774
    {
775
    return mDepthStencilCreated==CREATED;
776
    }
777

    
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779
/**
780
 * Return true if the Surface contains a STENCIL attachment.
781
 *
782
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
783
 */
784
  public boolean hasStencil()
785
    {
786
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
787
    }
788

    
789
///////////////////////////////////////////////////////////////////////////////////////////////////
790
/**
791
 * Adds a new child to the last position in the list of our Surface's children.
792
 * <p>
793
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
794
 * DistortedMaster (by calling doWork())
795
 *
796
 * @param node The new Node to add.
797
 */
798
  public void attach(DistortedNode node)
799
    {
800
    mJobs.add(new Job(ATTACH,node));
801
    DistortedMaster.newSlave(this);
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 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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
817
    {
818
    DistortedNode node = new DistortedNode(surface,effects,mesh);
819
    mJobs.add(new Job(ATTACH,node));
820
    DistortedMaster.newSlave(this);
821
    return node;
822
    }
823

    
824
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
833
 *
834
 * @param effects DistortedEffects to remove.
835
 */
836
  public void detach(DistortedEffects effects)
837
    {
838
    long id = effects.getID();
839
    DistortedNode node;
840
    boolean detached = false;
841

    
842
    for(int i=0; i<mNumChildren; i++)
843
      {
844
      node = mChildren.get(i);
845

    
846
      if( node.getEffects().getID()==id )
847
        {
848
        detached = true;
849
        mJobs.add(new Job(DETACH,node));
850
        DistortedMaster.newSlave(this);
851
        break;
852
        }
853
      }
854

    
855
    if( !detached )
856
      {
857
      // if we failed to detach any, it still might be the case that
858
      // 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
      }
873
    }
874

    
875
///////////////////////////////////////////////////////////////////////////////////////////////////
876
/**
877
 * Removes the first occurrence of a specified child from the list of children of our Surface.
878
 * <p>
879
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
880
 * DistortedMaster (by calling doWork())
881
 *
882
 * @param node The Node to remove.
883
 */
884
  public void detach(DistortedNode node)
885
    {
886
    mJobs.add(new Job(DETACH,node));
887
    DistortedMaster.newSlave(this);
888
    }
889

    
890
///////////////////////////////////////////////////////////////////////////////////////////////////
891
/**
892
 * Removes all children Nodes.
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
  public void detachAll()
898
    {
899
    mJobs.add(new Job(DETALL,null));
900
    DistortedMaster.newSlave(this);
901
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
907
 * Java has no multiple inheritance.
908
 *
909
 * @y.exclude
910
 */
911
  public void doWork()
912
    {
913
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
923
                     job.node.setSurfaceParent(this);
924
                     DistortedMaster.addSorted(mChildren,job.node);
925
                     mNumChildren++;
926
                     break;
927
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
928
                       {
929
                       job.node.setSurfaceParent(null);
930
                       mNumChildren--;
931
                       }
932
                     break;
933
        case DETALL: if( mNumChildren>0 )
934
                       {
935
                       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
                       mNumChildren = 0;
944
                       }
945
                     break;
946
        case SORT  : mChildren.remove(job.node);
947
                     DistortedMaster.addSorted(mChildren,job.node);
948
                     break;
949
        }
950
      }
951
    }
952
}
(8-8/21)