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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ c9a24bfb

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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;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class DistortedOutputSurface extends DistortedSurface implements DistortedSlave
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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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    DistortedEffectsPostprocess dep;
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    Job(int t, DistortedNode n, DistortedEffectsPostprocess d)
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      {
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      type = t;
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      node = n;
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      dep  = d;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  DistortedFramebuffer[] mBuffer;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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    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 = GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT;
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    mBuffer = new DistortedFramebuffer[EffectQuality.LENGTH];
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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 void createBuffers()
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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)(mWidth*mipmap), (int)(mHeight*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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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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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.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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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(int quality, long currTime)
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    {
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    DistortedFramebuffer buffer = mBuffer[quality];
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    GLES30.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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    GLES30.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
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    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES30.glStencilMask(0xff);
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    GLES30.glDepthMask(true);
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    GLES30.glColorMask(true,true,true,true);
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    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES30.glClearDepthf(1.0f);
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    GLES30.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
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    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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    return 1;
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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 and merge it.
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  int renderChildren(long time, int num, ArrayList<DistortedNode> children)
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    {
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    int numRenders = 0;
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    DistortedNode child;
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    DistortedEffectsPostprocess lastP=null, currP;
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    long lastB=0, currB;
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    int bucketChange=0;
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    int lastQ=0, currQ;
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    for(int i=0; i<num; i++)
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      {
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      child = children.get(i);
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      currP = child.getEffectsPostprocess();
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      currB = currP==null ? 0 : currP.getBucket();
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      currQ = currP==null ? 0 : currP.getQuality();
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      if( currB==0 ) numRenders += child.draw(time,this);
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      else
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        {
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        if( mBuffer[0]==null ) createBuffers();
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        if( lastB!=currB )
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          {
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          if( lastB!=0 )
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child = children.get(j);
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              numRenders += child.markStencilAndDepth(time,mBuffer[lastQ],lastP);
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              }
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            numRenders += lastP.postprocess(time, this);
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            numRenders += blitWithDepth(lastQ,time);
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            }
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          bucketChange = i;
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          }
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        numRenders += child.draw(time,mBuffer[currQ]);
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        if( i==num-1 )
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          {
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          for(int j=bucketChange; j<num; j++)
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            {
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            child = children.get(j);
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            numRenders += child.markStencilAndDepth(time,mBuffer[currQ],currP);
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            }
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          numRenders += currP.postprocess(time,this);
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          numRenders += blitWithDepth(currQ,time);
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          }
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        }
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      lastQ = currQ;
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      lastP = currP;
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      lastB = currB;
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
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    {
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    mJobs.add(new Job(t,n,d));
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void setAsOutput()
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    {
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    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws all the attached children to this OutputSurface.
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 * <p>
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 * Must be called from a thread holding OpenGL Context.
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 *
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 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
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 * @return Number of objects rendered.
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 */
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  public int render(long time)
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    {
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    // change tree topology (attach and detach children)
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/*
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    boolean changed1 =
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*/
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    DistortedMaster.toDo();
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/*
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    if( changed1 )
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      {
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      for(int i=0; i<mNumChildren; i++)
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        {
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        mChildren.get(i).debug(0);
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        }
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      DistortedNode.debugMap();
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      }
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*/
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    // create and delete all underlying OpenGL resources
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    // Watch out: FIRST change topology, only then deal
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    // with OpenGL resources. That's because changing Tree
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    // can result in additional Framebuffers that would need
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    // to be created immediately, before the calls to drawRecursive()
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/*
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    boolean changed2 =
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*/
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    toDo();
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/*
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    if( changed2 )
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      {
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      DistortedObject.debugLists();
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      }
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*/
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    // mark OpenGL state as unknown
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    DistortedRenderState.reset();
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    int numRenders=0;
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    for(int i=0; i<mNumChildren; i++)
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      {
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      numRenders += mChildren.get(i).renderRecursive(time);
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      }
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    setAsOutput(time);
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    numRenders += renderChildren(time,mNumChildren,mChildren);
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Bind this Surface as a Framebuffer we can render to.
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 *
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 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
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 *             out if this is the first time during present frame that this FBO is being set as output.
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 *             If so, the library, in addition to binding the Surface for output, also clears the
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 *             Surface's color and depth attachments.
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 */
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  public void setAsOutput(long time)
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    {
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    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
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    if( mTime!=time )
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      {
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      mTime = time;
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      DistortedRenderState.colorDepthStencilOn();
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      GLES30.glClearColor(mClearR, mClearG, mClearB, mClearA);
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      GLES30.glClearDepthf(mClearDepth);
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      GLES30.glClearStencil(mClearStencil);
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      GLES30.glClear(mClear);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Set mipmap level.
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 * <p>
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 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
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 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
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 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
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 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
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 * scene will end up looking identical no matter which object we render to. Identical, that is, except
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 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
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 * <p>
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 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
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 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
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 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
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 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
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 *
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 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
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 *               does not make any sense (that would result in loss of speed and no gain in quality)
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 */
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  public void setMipmap(float mipmap)
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    {
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    mMipmap = mipmap;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Set the (R,G,B,A) values of GLES30.glClearColor() to set up color with which to clear
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 * this Surface at the beginning of each frame.
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 *
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 * @param r the Red component. Default: 0.0f
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 * @param g the Green component. Default: 0.0f
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 * @param b the Blue component. Default: 0.0f
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 * @param a the Alpha component. Default: 0.0f
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 */
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  public void glClearColor(float r, float g, float b, float a)
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    {
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    mClearR = r;
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    mClearG = g;
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    mClearB = b;
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    mClearA = a;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Uses glClearDepthf() to set up a value with which to clear
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 * the Depth buffer of our Surface at the beginning of each frame.
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 *
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 * @param d the Depth. Default: 1.0f
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 */
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  public void glClearDepthf(float d)
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    {
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    mClearDepth = d;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Uses glClearStencil() to set up a value with which to clear the
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 * Stencil buffer of our Surface at the beginning of each frame.
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 *
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 * @param s the Stencil. Default: 0
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 */
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  public void glClearStencil(int s)
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    {
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    mClearStencil = s;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Which buffers to Clear at the beginning of each frame?
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 * <p>
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 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
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 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
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 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
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 *
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 * @param mask bitwise OR of BUFFER_BITs to clear.
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 */
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  public void glClear(int mask)
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    {
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    mClear = mask;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create new Projection matrix.
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 *
478
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
479 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
480
 * @param near Distance between the screen plane and the near plane.
481
 *             Valid vaules: 0<near<1. When near==0, the Near Plane is exactly at the tip of the
482
 *             pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
483 af4cc5db Leszek Koltunski
 */
484 54fe333a leszek
  public void setProjection(float fov, float near)
485 af4cc5db Leszek Koltunski
    {
486 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
487
      {
488
      mFOV = fov;
489
      }
490
491
    if( near<   1.0f && near> 0.0f )
492
      {
493
      mNear= near;
494
      }
495
    else if( near<=0.0f )
496
      {
497
      mNear = 0.01f;
498
      }
499
    else if( near>=1.0f )
500
      {
501
      mNear=0.99f;
502
      }
503 af4cc5db Leszek Koltunski
504
    createProjection();
505
    }
506
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508 c5369f1b leszek
/**
509 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
510 c7da4e65 leszek
 * <p>
511
 * This method can be safely called mid-render as it doesn't interfere with rendering.
512 af4cc5db Leszek Koltunski
 *
513
 * @param width The new width.
514
 * @param height The new height.
515 c5369f1b leszek
 */
516 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
517
    {
518
    if( mWidth!=width || mHeight!=height )
519
      {
520
      mWidth = width;
521
      mHeight= height;
522 f8377ef8 leszek
523
      createProjection();
524
525 c7da4e65 leszek
      if( mColorCreated==CREATED )
526 f8377ef8 leszek
        {
527 f28fffc2 Leszek Koltunski
        markForCreation();
528 f8377ef8 leszek
        recreate();
529
        }
530 af4cc5db Leszek Koltunski
      }
531
    }
532 a09ada4c Leszek Koltunski
533 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
534
/**
535 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
536 a436ccc5 leszek
 *
537 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
538 a436ccc5 leszek
 */
539 89de975c leszek
  public boolean hasDepth()
540 a436ccc5 leszek
    {
541 89de975c leszek
    return mDepthStencilCreated==CREATED;
542 a436ccc5 leszek
    }
543
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545
/**
546 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
547 a436ccc5 leszek
 *
548 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
549 a436ccc5 leszek
 */
550 89de975c leszek
  public boolean hasStencil()
551 a436ccc5 leszek
    {
552 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
553 a436ccc5 leszek
    }
554
555 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
556
/**
557
 * Adds a new child to the last position in the list of our Surface's children.
558 c204c69d leszek
 * <p>
559
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
560 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
561 a09ada4c Leszek Koltunski
 *
562
 * @param node The new Node to add.
563
 */
564 c204c69d leszek
  public void attach(DistortedNode node)
565 a09ada4c Leszek Koltunski
    {
566 be60d4ff leszek
    mJobs.add(new Job(ATTACH,node,null));
567 efe3d8fe leszek
    DistortedMaster.newSlave(this);
568 a09ada4c Leszek Koltunski
    }
569
570
///////////////////////////////////////////////////////////////////////////////////////////////////
571
/**
572
 * Adds a new child to the last position in the list of our Surface's children.
573 c204c69d leszek
 * <p>
574
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
575 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
576 a09ada4c Leszek Koltunski
 *
577
 * @param surface InputSurface to initialize our child Node with.
578
 * @param effects DistortedEffects to initialize our child Node with.
579
 * @param mesh MeshObject to initialize our child Node with.
580
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
581
 */
582 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
583 a09ada4c Leszek Koltunski
    {
584
    DistortedNode node = new DistortedNode(surface,effects,mesh);
585 be60d4ff leszek
    mJobs.add(new Job(ATTACH,node,null));
586 efe3d8fe leszek
    DistortedMaster.newSlave(this);
587 c204c69d leszek
    return node;
588
    }
589
590 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
591
/**
592
 * Removes the first occurrence of a specified child from the list of children of our Surface.
593
 * <p>
594
 * A bit questionable method as there can be many different Nodes attached as children, some
595
 * of them having the same Effects but - for instance - different Mesh. Use with care.
596
 * <p>
597
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
598 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
599 af27df87 leszek
 *
600
 * @param effects DistortedEffects to remove.
601
 */
602
  public void detach(DistortedEffects effects)
603
    {
604
    long id = effects.getID();
605
    DistortedNode node;
606 8baa1fe6 Leszek Koltunski
    boolean detached = false;
607 af27df87 leszek
608
    for(int i=0; i<mNumChildren; i++)
609
      {
610
      node = mChildren.get(i);
611
612
      if( node.getEffects().getID()==id )
613
        {
614 8baa1fe6 Leszek Koltunski
        detached = true;
615 be60d4ff leszek
        mJobs.add(new Job(DETACH,node,null));
616 efe3d8fe leszek
        DistortedMaster.newSlave(this);
617 af27df87 leszek
        break;
618
        }
619
      }
620 8baa1fe6 Leszek Koltunski
621
    if( !detached )
622
      {
623
      // if we failed to detach any, it still might be the case that
624 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
625
      int num = mJobs.size();
626
      Job job;
627
628
      for(int i=0; i<num; i++)
629
        {
630
        job = mJobs.get(i);
631
632
        if( job.type==ATTACH && job.node.getEffects()==effects )
633
          {
634
          mJobs.remove(i);
635
          break;
636
          }
637
        }
638 8baa1fe6 Leszek Koltunski
      }
639 af27df87 leszek
    }
640
641 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
642
/**
643
 * Removes the first occurrence of a specified child from the list of children of our Surface.
644 c204c69d leszek
 * <p>
645
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
646 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
647 c204c69d leszek
 *
648
 * @param node The Node to remove.
649
 */
650
  public void detach(DistortedNode node)
651
    {
652 be60d4ff leszek
    mJobs.add(new Job(DETACH,node,null));
653 efe3d8fe leszek
    DistortedMaster.newSlave(this);
654 a09ada4c Leszek Koltunski
    }
655
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657
/**
658
 * Removes all children Nodes.
659 c204c69d leszek
 * <p>
660
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
661 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
662 c204c69d leszek
 */
663
  public void detachAll()
664
    {
665 be60d4ff leszek
    mJobs.add(new Job(DETALL,null,null));
666 efe3d8fe leszek
    DistortedMaster.newSlave(this);
667 c204c69d leszek
    }
668
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670
/**
671
 * This is not really part of the public API. Has to be public only because it is a part of the
672 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
673 c204c69d leszek
 * Java has no multiple inheritance.
674 43fbf0dd leszek
 *
675
 * @y.exclude
676 a09ada4c Leszek Koltunski
 */
677 efe3d8fe leszek
  public void doWork()
678 a09ada4c Leszek Koltunski
    {
679 efe3d8fe leszek
    int num = mJobs.size();
680
    Job job;
681
682
    for(int i=0; i<num; i++)
683
      {
684
      job = mJobs.remove(0);
685
686
      switch(job.type)
687
        {
688 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
689
                     job.node.setSurfaceParent(this);
690
                     DistortedMaster.addSorted(mChildren,job.node);
691 efe3d8fe leszek
                     mNumChildren++;
692
                     break;
693 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
694 efe3d8fe leszek
                       {
695 be60d4ff leszek
                       job.node.setSurfaceParent(null);
696 efe3d8fe leszek
                       mNumChildren--;
697
                       }
698
                     break;
699 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
700 efe3d8fe leszek
                       {
701 be60d4ff leszek
                       DistortedNode tmp;
702
703
                       for(int j=mNumChildren-1; j>=0; j--)
704
                         {
705
                         tmp = mChildren.remove(j);
706
                         tmp.setSurfaceParent(null);
707
                         }
708
709 efe3d8fe leszek
                       mNumChildren = 0;
710
                       }
711
                     break;
712 be60d4ff leszek
        case SORT  : job.node.setPost(job.dep);
713
                     mChildren.remove(job.node);
714
                     DistortedMaster.addSorted(mChildren,job.node);
715 efe3d8fe leszek
                     break;
716
        }
717
      }
718 a09ada4c Leszek Koltunski
    }
719 af4cc5db Leszek Koltunski
}