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library / src / main / java / org / distorted / library / DistortedNode.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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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 * <p>
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 * Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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 * That recursively renders the set held in the Node and all its children.
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 * <p>
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 * The class takes special care to only render identical sub-trees once. Each Node holds a reference
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 * to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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 * will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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 */
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public class DistortedNode implements DistortedSlave
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  {
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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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  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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  private static long mNextNodeID =0;
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  private DistortedNode mParent;
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  private DistortedOutputSurface mSurfaceParent;
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  private MeshObject mMesh;
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  private DistortedEffects mEffects;
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  private DistortedEffectsPostprocess mPostprocess;
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  private DistortedInputSurface mSurface;
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  private DistortedRenderState mState;
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  private NodeData mData;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private class NodeData
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    {
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    long ID;
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    int numPointingNodes;
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    long currTime;
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    ArrayList<Long> key;
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    DistortedFramebuffer mFBO;
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    NodeData(long id, ArrayList<Long> k)
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      {
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      ID              = id;
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      key             = k;
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      numPointingNodes= 1;
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      currTime        =-1;
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      mFBO            = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onPause()
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    {
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    NodeData data;
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    for (HashMap.Entry<ArrayList<Long>,NodeData> entry : mMapNodeID.entrySet())
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      {
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      data = entry.getValue();
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      if( data.mFBO != null )
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        {
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        data.mFBO.markForDeletion();
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        data.mFBO = null;
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        }
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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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    mNextNodeID = 0;
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    mMapNodeID.clear();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private ArrayList<Long> generateIDList()
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    {
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    ArrayList<Long> ret = new ArrayList<>();
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    if( mNumChildren[0]==0 )
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      {
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      // add a negative number so this leaf never gets confused with a internal node
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      // with a single child that happens to have ID identical to some leaf's Effects ID.
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      ret.add(-mEffects.getID());
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      }
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    else
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      {
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      DistortedNode node;
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      for(int i=0; i<mNumChildren[0]; i++)
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        {
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        node = mChildren.get(i);
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        ret.add(node.mData.ID);
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        }
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      // A bit questionable decision here - we are sorting the children IDs, which means
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      // that order in which we draw the children is going to be undefined (well, this is not
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      // strictly speaking true - when rendering, if no postprocessing and isomorphism are
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      // involved, we *DO* render the children in order they were added; if however there
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      // are two internal nodes with the same list of identical children, just added in a
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      // different order each time, then we consider them isomorphic, i.e. identical and only
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      // render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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      // exactly the same Z-height this might result in some unexpected sights).
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      //
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      // Reason: with the children being sorted by postprocessing buckets, the order is
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      // undefined anyway (although only when postprocessing is applied).
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      //
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      // See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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      // different order. You will see the number of renders go back to the original 14.
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      Collections.sort(ret);
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      }
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    ret.add( 0, mSurface.getID() );
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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  @SuppressWarnings("unused")
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  void debug(int depth)
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    {
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    String tmp="";
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    int i;
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    for(i=0; i<depth; i++) tmp +="   ";
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    tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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            mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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            " parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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    android.util.Log.e("NODE", tmp);
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    for(i=0; i<mNumChildren[0]; i++)
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      mChildren.get(i).debug(depth+1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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  @SuppressWarnings("unused")
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  static void debugMap()
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    {
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    NodeData tmp;
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    for(ArrayList<Long> key: mMapNodeID.keySet())
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      {
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      tmp = mMapNodeID.get(key);
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      android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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  private void adjustIsomorphism()
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    {
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    ArrayList<Long> newList = generateIDList();
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    NodeData newData = mMapNodeID.get(newList);
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    if( newData!=null )
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      {
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      newData.numPointingNodes++;
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      }
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    else
212
      {
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      newData = new NodeData(++mNextNodeID,newList);
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      mMapNodeID.put(newList,newData);
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      }
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    boolean deleteOldFBO = false;
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    boolean createNewFBO = false;
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    if( --mData.numPointingNodes==0 )
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      {
222
      mMapNodeID.remove(mData.key);
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      if( mData.mFBO!=null ) deleteOldFBO=true;
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      }
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    if( mNumChildren[0]>0 && newData.mFBO==null )
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      {
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      createNewFBO = true;
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      }
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    if( mNumChildren[0]==0 && newData.mFBO!=null )
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      {
231
      newData.mFBO.markForDeletion();
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      android.util.Log.d("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
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      newData.mFBO = null;
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      }
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    if( deleteOldFBO && createNewFBO )
237
      {
238
      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
240
      }
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    else if( deleteOldFBO )
242
      {
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      mData.mFBO.markForDeletion();
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      //android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
245
      mData.mFBO = null;
246
      }
247
    else if( createNewFBO )
248
      {
249
      int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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      int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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      newData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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      //android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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      }
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    mData = newData;
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    if( mParent!=null ) mParent.adjustIsomorphism();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
261

    
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  int markStencilAndDepth(long currTime, DistortedOutputSurface surface, DistortedEffectsPostprocess effects)
263
    {
264
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
265

    
266
    if( input.setAsInput() )
267
      {
268
      surface.setAsOutput();
269
      DistortedRenderState.setUpStencilMark();
270
      mEffects.drawPriv(mSurface.getWidth() /2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, effects.getHalo()*surface.mMipmap);
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      DistortedRenderState.unsetUpStencilMark();
272

    
273
      return 1;
274
      }
275
    return 0;
276
    }
277

    
278
///////////////////////////////////////////////////////////////////////////////////////////////////
279
// return the total number of render calls issued
280

    
281
  int draw(long currTime, DistortedOutputSurface surface)
282
    {
283
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
284

    
285
    if( input.setAsInput() )
286
      {
287
      surface.setAsOutput(currTime);
288
      mState.apply();
289
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
290
      return 1;
291
      }
292

    
293
    return 0;
294
    }
295

    
296
///////////////////////////////////////////////////////////////////////////////////////////////////
297
// return the total number of render calls issued
298

    
299
  int renderRecursive(long currTime)
300
    {
301
    int numRenders = 0;
302

    
303
    if( mNumChildren[0]>0 && mData.currTime!=currTime )
304
      {
305
      mData.currTime = currTime;
306

    
307
      for (int i=0; i<mNumChildren[0]; i++)
308
        {
309
        numRenders += mChildren.get(i).renderRecursive(currTime);
310
        }
311

    
312
      if( mData.mFBO==null )
313
        {
314
        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
315
        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
316
        mData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
317
        }
318

    
319
      mData.mFBO.setAsOutput(currTime);
320

    
321
      if( mSurface.setAsInput() )
322
        {
323
        numRenders++;
324
        DistortedEffects.blitPriv(mData.mFBO);
325
        }
326

    
327
      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren);
328
      }
329

    
330
    return numRenders;
331
    }
332

    
333
///////////////////////////////////////////////////////////////////////////////////////////////////
334

    
335
  private void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
336
    {
337
    mJobs.add(new Job(t,n,d));
338
    }
339

    
340
///////////////////////////////////////////////////////////////////////////////////////////////////
341

    
342
  void setPost(DistortedEffectsPostprocess dep)
343
    {
344
    mPostprocess = dep;
345
    }
346

    
347
///////////////////////////////////////////////////////////////////////////////////////////////////
348

    
349
  void setSurfaceParent(DistortedOutputSurface dep)
350
    {
351
    mSurfaceParent = dep;
352
    mParent = null;
353
    }
354

    
355
///////////////////////////////////////////////////////////////////////////////////////////////////
356
// PUBLIC API
357
///////////////////////////////////////////////////////////////////////////////////////////////////
358
/**
359
 * Constructs new Node.
360
 *     
361
 * @param surface InputSurface to put into the new Node.
362
 * @param effects DistortedEffects to put into the new Node.
363
 * @param mesh MeshObject to put into the new Node.
364
 */
365
  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
366
    {
367
    mSurface       = surface;
368
    mEffects       = effects;
369
    mPostprocess   = null;
370
    mMesh          = mesh;
371
    mState         = new DistortedRenderState();
372
    mChildren      = null;
373
    mNumChildren   = new int[1];
374
    mNumChildren[0]= 0;
375
    mParent        = null;
376
    mSurfaceParent = null;
377

    
378
    mFboW            = 0;  // i.e. take this from
379
    mFboH            = 0;  // mSurface's dimensions
380
    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
381

    
382
    ArrayList<Long> list = new ArrayList<>();
383
    list.add(mSurface.getID());
384
    list.add(-mEffects.getID());
385

    
386
    mData = mMapNodeID.get(list);
387
   
388
    if( mData!=null )
389
      {
390
      mData.numPointingNodes++;
391
      }
392
    else
393
      {
394
      mData = new NodeData(++mNextNodeID,list);
395
      mMapNodeID.put(list, mData);
396
      }
397
    }
398

    
399
///////////////////////////////////////////////////////////////////////////////////////////////////  
400
/**
401
 * Copy-constructs new Node from another Node.
402
 *     
403
 * @param node The DistortedNode to copy data from.
404
 * @param flags bit field composed of a subset of the following:
405
 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
406
 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
407
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
408
 */
409
  public DistortedNode(DistortedNode node, int flags)
410
    {
411
    mEffects      = new DistortedEffects(node.mEffects,flags);
412
    mPostprocess  = null;
413
    mMesh         = node.mMesh;
414
    mState        = new DistortedRenderState();
415
    mParent       = null;
416
    mSurfaceParent= null;
417

    
418
    mFboW            = node.mFboW;
419
    mFboH            = node.mFboH;
420
    mFboDepthStencil = node.mFboDepthStencil;
421

    
422
    if( (flags & Distorted.CLONE_SURFACE) != 0 )
423
      {
424
      mSurface = node.mSurface;
425
      }
426
    else
427
      {
428
      int w = node.mSurface.getWidth();
429
      int h = node.mSurface.getHeight();
430

    
431
      if( node.mSurface instanceof DistortedTexture )
432
        {
433
        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
434
        }
435
      else if( node.mSurface instanceof DistortedFramebuffer )
436
        {
437
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
438

    
439
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
440
          {
441
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
442
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
443
          }
444

    
445
        mSurface = new DistortedFramebuffer(1,depthStencil,DistortedSurface.TYPE_TREE,w,h);
446
        }
447
      }
448
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
449
      {
450
      if( node.mChildren==null )     // do NOT copy over the NULL!
451
        {
452
        node.mChildren = new ArrayList<>(2);
453
        }
454

    
455
      mChildren = node.mChildren;
456
      mNumChildren = node.mNumChildren;
457
      }
458
    else
459
      {
460
      mChildren = null;
461
      mNumChildren = new int[1];
462
      mNumChildren[0] = 0;
463
      }
464
   
465
    ArrayList<Long> list = generateIDList();
466
   
467
    mData = mMapNodeID.get(list);
468
   
469
    if( mData!=null )
470
      {
471
      mData.numPointingNodes++;
472
      }
473
    else
474
      {
475
      mData = new NodeData(++mNextNodeID,list);
476
      mMapNodeID.put(list, mData);
477
      }
478
    }
479

    
480
///////////////////////////////////////////////////////////////////////////////////////////////////
481
/**
482
 * Adds a new child to the last position in the list of our Node's children.
483
 * <p>
484
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
485
 * DistortedMaster (by calling doWork())
486
 *
487
 * @param node The new Node to add.
488
 */
489
  public void attach(DistortedNode node)
490
    {
491
    mJobs.add(new Job(ATTACH,node,null));
492
    DistortedMaster.newSlave(this);
493
    }
494

    
495
///////////////////////////////////////////////////////////////////////////////////////////////////
496
/**
497
 * Adds a new child to the last position in the list of our Node's children.
498
 * <p>
499
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
500
 * DistortedMaster (by calling doWork())
501
 *
502
 * @param surface InputSurface to initialize our child Node with.
503
 * @param effects DistortedEffects to initialize our child Node with.
504
 * @param mesh MeshObject to initialize our child Node with.
505
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
506
 */
507
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
508
    {
509
    DistortedNode node = new DistortedNode(surface,effects,mesh);
510
    mJobs.add(new Job(ATTACH,node,null));
511
    DistortedMaster.newSlave(this);
512
    return node;
513
    }
514

    
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516
/**
517
 * Removes the first occurrence of a specified child from the list of children of our Node.
518
 * <p>
519
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
520
 * DistortedMaster (by calling doWork())
521
 *
522
 * @param node The Node to remove.
523
 */
524
  public void detach(DistortedNode node)
525
    {
526
    mJobs.add(new Job(DETACH,node,null));
527
    DistortedMaster.newSlave(this);
528
    }
529

    
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531
/**
532
 * Removes the first occurrence of a specified child from the list of children of our Node.
533
 * <p>
534
 * A bit questionable method as there can be many different Nodes attached as children, some
535
 * of them having the same Effects but - for instance - different Mesh. Use with care.
536
 * <p>
537
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
538
 * DistortedMaster (by calling doWork())
539
 *
540
 * @param effects DistortedEffects to remove.
541
 */
542
  public void detach(DistortedEffects effects)
543
    {
544
    long id = effects.getID();
545
    DistortedNode node;
546
    boolean detached = false;
547

    
548
    for(int i=0; i<mNumChildren[0]; i++)
549
      {
550
      node = mChildren.get(i);
551

    
552
      if( node.getEffects().getID()==id )
553
        {
554
        detached = true;
555
        mJobs.add(new Job(DETACH,node,null));
556
        DistortedMaster.newSlave(this);
557
        break;
558
        }
559
      }
560

    
561
    if( !detached )
562
      {
563
      // if we failed to detach any, it still might be the case that
564
      // there's an ATTACH job that we need to cancel.
565
      int num = mJobs.size();
566
      Job job;
567

    
568
      for(int i=0; i<num; i++)
569
        {
570
        job = mJobs.get(i);
571

    
572
        if( job.type==ATTACH && job.node.getEffects()==effects )
573
          {
574
          mJobs.remove(i);
575
          break;
576
          }
577
        }
578
      }
579
    }
580

    
581
///////////////////////////////////////////////////////////////////////////////////////////////////
582
/**
583
 * Removes all children Nodes.
584
 * <p>
585
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
586
 * DistortedMaster (by calling doWork())
587
 */
588
  public void detachAll()
589
    {
590
    mJobs.add(new Job(DETALL,null,null));
591
    DistortedMaster.newSlave(this);
592
    }
593

    
594
///////////////////////////////////////////////////////////////////////////////////////////////////
595
/**
596
 * This is not really part of the public API. Has to be public only because it is a part of the
597
 * DistortedSlave interface, which should really be a class that we extend here instead but
598
 * Java has no multiple inheritance.
599
 *
600
 * @y.exclude
601
 */
602
  public void doWork()
603
    {
604
    int num = mJobs.size();
605
    Job job;
606

    
607
    int numChanges=0;
608

    
609
    for(int i=0; i<num; i++)
610
      {
611
      job = mJobs.remove(0);
612

    
613
      switch(job.type)
614
        {
615
        case ATTACH: numChanges++;
616
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
617
                     job.node.mParent = this;
618
                     job.node.mSurfaceParent = null;
619
                     DistortedMaster.addSorted(mChildren,job.node);
620
                     mNumChildren[0]++;
621
                     break;
622
        case DETACH: numChanges++;
623
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
624
                       {
625
                       job.node.mParent = null;
626
                       job.node.mSurfaceParent = null;
627
                       mNumChildren[0]--;
628
                       }
629
                     break;
630
        case DETALL: numChanges++;
631
                     if( mNumChildren[0]>0 )
632
                       {
633
                       DistortedNode tmp;
634

    
635
                       for(int j=mNumChildren[0]-1; j>=0; j--)
636
                         {
637
                         tmp = mChildren.remove(j);
638
                         tmp.mParent = null;
639
                         tmp.mSurfaceParent = null;
640
                         }
641

    
642
                       mNumChildren[0] = 0;
643
                       }
644
                     break;
645
        case SORT  : job.node.mPostprocess = job.dep;
646
                     mChildren.remove(job.node);
647
                     DistortedMaster.addSorted(mChildren,job.node);
648
                     break;
649
        }
650
      }
651

    
652
    if( numChanges>0 ) adjustIsomorphism();
653
    }
654
///////////////////////////////////////////////////////////////////////////////////////////////////
655
/**
656
 * Sets the Postprocessing Effects we will apply to the temporary buffer this Node - and fellow siblings
657
 * with the same Effects - will get rendered to.
658
 * <p>
659
 * For efficiency reasons, it is very important to assign the very same DistortedEffectsPostprocess
660
 * object to all the DistortedNode siblings that are supposed to be postprocessed in the same way,
661
 * because only then will the library assign all such siblings to the same 'Bucket' which gets rendered
662
 * to the same offscreen buffer which then gets postprocessed in one go and subsequently merged to the
663
 * target Surface.
664
 */
665
  public void setPostprocessEffects(DistortedEffectsPostprocess dep)
666
    {
667
    if( mParent!=null )
668
      {
669
      mParent.newJob(SORT, this, dep);
670
      DistortedMaster.newSlave(mParent);
671
      }
672
    else if( mSurfaceParent!=null )
673
      {
674
      mSurfaceParent.newJob(SORT, this, dep);
675
      DistortedMaster.newSlave(mSurfaceParent);
676
      }
677
    else
678
      {
679
      mPostprocess = dep;
680
      }
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Returns the DistortedEffectsPostprocess object that's in the Node.
686
 *
687
 * @return The DistortedEffectsPostprocess contained in the Node.
688
 */
689
  public DistortedEffectsPostprocess getEffectsPostprocess()
690
    {
691
    return mPostprocess;
692
    }
693

    
694
///////////////////////////////////////////////////////////////////////////////////////////////////
695
/**
696
 * Returns the DistortedEffects object that's in the Node.
697
 * 
698
 * @return The DistortedEffects contained in the Node.
699
 */
700
  public DistortedEffects getEffects()
701
    {
702
    return mEffects;
703
    }
704

    
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706
/**
707
 * Returns the DistortedInputSurface object that's in the Node.
708
 *
709
 * @return The DistortedInputSurface contained in the Node.
710
 */
711
  public DistortedInputSurface getSurface()
712
    {
713
    return mSurface;
714
    }
715

    
716
///////////////////////////////////////////////////////////////////////////////////////////////////
717
/**
718
 * Resizes the DistortedFramebuffer object that we render this Node to.
719
 */
720
  public void resize(int width, int height)
721
    {
722
    mFboW = width;
723
    mFboH = height;
724

    
725
    if ( mData.mFBO !=null )
726
      {
727
      // TODO: potentially allocate a new NodeData if we have to
728
      mData.mFBO.resize(width,height);
729
      }
730
    }
731

    
732
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
735
 */
736
  public void enableDepthStencil(int depthStencil)
737
    {
738
    mFboDepthStencil = depthStencil;
739

    
740
    if ( mData.mFBO !=null )
741
      {
742
      // TODO: potentially allocate a new NodeData if we have to
743
      mData.mFBO.enableDepthStencil(depthStencil);
744
      }
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748
// APIs that control how to set the OpenGL state just before rendering this Node.
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * When rendering this Node, use ColorMask (r,g,b,a).
752
 *
753
 * @param r Write to the RED color channel when rendering this Node?
754
 * @param g Write to the GREEN color channel when rendering this Node?
755
 * @param b Write to the BLUE color channel when rendering this Node?
756
 * @param a Write to the ALPHA channel when rendering this Node?
757
 */
758
  @SuppressWarnings("unused")
759
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
760
    {
761
    mState.glColorMask(r,g,b,a);
762
    }
763

    
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
/**
766
 * When rendering this Node, switch on writing to Depth buffer?
767
 *
768
 * @param mask Write to the Depth buffer when rendering this Node?
769
 */
770
  @SuppressWarnings("unused")
771
  public void glDepthMask(boolean mask)
772
    {
773
    mState.glDepthMask(mask);
774
    }
775

    
776
///////////////////////////////////////////////////////////////////////////////////////////////////
777
/**
778
 * When rendering this Node, which bits of the Stencil buffer to write to?
779
 *
780
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
781
 */
782
  @SuppressWarnings("unused")
783
  public void glStencilMask(int mask)
784
    {
785
    mState.glStencilMask(mask);
786
    }
787

    
788
///////////////////////////////////////////////////////////////////////////////////////////////////
789
/**
790
 * When rendering this Node, which Tests to enable?
791
 *
792
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
793
 */
794
  @SuppressWarnings("unused")
795
  public void glEnable(int test)
796
    {
797
    mState.glEnable(test);
798
    }
799

    
800
///////////////////////////////////////////////////////////////////////////////////////////////////
801
/**
802
 * When rendering this Node, which Tests to enable?
803
 *
804
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
805
 */
806
  @SuppressWarnings("unused")
807
  public void glDisable(int test)
808
    {
809
    mState.glDisable(test);
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813
/**
814
 * When rendering this Node, use the following StencilFunc.
815
 *
816
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
817
 * @param ref  Reference valut to compare our stencil with.
818
 * @param mask Mask used when comparing.
819
 */
820
  @SuppressWarnings("unused")
821
  public void glStencilFunc(int func, int ref, int mask)
822
    {
823
    mState.glStencilFunc(func,ref,mask);
824
    }
825

    
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * When rendering this Node, use the following StencilOp.
829
 * <p>
830
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
831
 *
832
 * @param sfail  What to do when Stencil Test fails.
833
 * @param dpfail What to do when Depth Test fails.
834
 * @param dppass What to do when Depth Test passes.
835
 */
836
  @SuppressWarnings("unused")
837
  public void glStencilOp(int sfail, int dpfail, int dppass)
838
    {
839
    mState.glStencilOp(sfail,dpfail,dppass);
840
    }
841

    
842
///////////////////////////////////////////////////////////////////////////////////////////////////
843
/**
844
 * When rendering this Node, use the following DepthFunc.
845
 *
846
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
847
 */
848
  @SuppressWarnings("unused")
849
  public void glDepthFunc(int func)
850
    {
851
    mState.glDepthFunc(func);
852
    }
853

    
854
///////////////////////////////////////////////////////////////////////////////////////////////////
855
/**
856
 * When rendering this Node, use the following Blending mode.
857
 * <p>
858
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
859
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
860
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
861
 *
862
 * @param src Source Blend function
863
 * @param dst Destination Blend function
864
 */
865
  @SuppressWarnings("unused")
866
  public void glBlendFunc(int src, int dst)
867
    {
868
    mState.glBlendFunc(src,dst);
869
    }
870

    
871
///////////////////////////////////////////////////////////////////////////////////////////////////
872
/**
873
 * Before rendering this Node, clear the following buffers.
874
 * <p>
875
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
876
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
877
 * Default: 0
878
 *
879
 * @param mask bitwise OR of BUFFER_BITs to clear.
880
 */
881
  @SuppressWarnings("unused")
882
  public void glClear(int mask)
883
    {
884
    mState.glClear(mask);
885
    }
886
  }
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