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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ ce154014

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[1+EffectQuality.LENGTH];
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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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  private int mDebugLevel;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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  ////////////////////////////////////////////////////////////////////////////////
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  // section dealing with Shader Storage Buffer Object (for counting transparency)
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  private static final int FRAME_DELAY = 3;
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  private static int mBufferSize       =10;
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  private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter();
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  private static int[] mSSBO = new int[1];
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  private static IntBuffer mIntBuffer;
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  static
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    {
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    mSSBO[0]= -1;
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    }
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  private int mSurfaceID;
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  private int mLastIndex;
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  private int[] mLastValue = new int[FRAME_DELAY];
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  private int mLastDiff = -1;
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  private static final int RUNNING_AVERAGE = 10;
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  private int[] mRunningAvg = new int[RUNNING_AVERAGE];
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  private int mAvgIndex;
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  private int mAvgSum;
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  // end section
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  ////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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  abstract void createSurface();
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  abstract void deleteSurface();
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  abstract void recreateSurface();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mDebugLevel = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void create()
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    {
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    if( mSSBO[0]<0 )
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      {
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      GLES31.glGenBuffers(1,mSSBO,0);
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      // here bind the new SSBO and map it
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      }
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    mSurfaceID = mSurfaceCounter.returnNext();
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    if( mSurfaceID>=mBufferSize )
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      {
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      // increase size of the Buffer, copy over old values, remap.
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      int[] tmp = new int[FRAME_DELAY *mBufferSize];
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      for(int i = 0; i< FRAME_DELAY *mBufferSize; i++) tmp[i] = mIntBuffer.get(i);
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      mBufferSize*= 2;
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 0, 0);
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      GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER,0);
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      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
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      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ);
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      ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT );
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      mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer();
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      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
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      for(int i=0;i<tmp.length;i++) mIntBuffer.put(i,tmp[i]);
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      }
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    createSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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  void delete()
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    {
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    mSurfaceCounter.release(mSurfaceID);
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    deleteSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void recreate()
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    {
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    mSSBO[0]  = -1;
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    mLastDiff = -1;
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    for(int i = 0; i< FRAME_DELAY; i++) mLastValue[i] = 0;
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    mSurfaceCounter.releaseAll();
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    recreateSurface();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNewCounter()
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    {
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    return FRAME_DELAY*mSurfaceID + mLastIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<=EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void cloneViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[EffectQuality.LENGTH] != from )
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      {
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      mBuffer[EffectQuality.LENGTH]=from;
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreateSurface();
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          surface.createSurface();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    // clear buffers
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    buffer.setAsOutput();
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
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    GLES31.glClear(GLES31.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 numChildren, ArrayList<DistortedNode> children)
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    {
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    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
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    DistortedNode child1, child2;
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    EffectQueuePostprocess lastQueue=null, currQueue;
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    long lastBucket=0, currBucket;
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    for(int i=0; i<numChildren; i++)
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      {
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      child1 = children.get(i);
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      currQueue = child1.getPostprocessQueue();
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      currBucket= currQueue.getID();
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      if( currBucket==0 ) numRenders += child1.draw(time,this);
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      else
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        {
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        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
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        if( lastBucket!=currBucket )
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          {
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          if( lastBucket!=0 )
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            {
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            for(int j=bucketChange; j<i; j++)
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              {
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              child2 = children.get(j);
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              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
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              }
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            numRenders += lastQueue.postprocess(mBuffer);
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            numRenders += blitWithDepth(time, mBuffer[quality]);
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            }
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          internalQuality = currQueue.getInternalQuality();
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          quality         = currQueue.getQuality();
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          bucketChange    = i;
445 ce154014 Leszek Koltunski
446
          cloneViewport(this);
447 c9a24bfb Leszek Koltunski
          }
448
449 70b6a155 Leszek Koltunski
        child1.draw(time,mBuffer[quality]);
450 c9a24bfb Leszek Koltunski
451 8e28b6ff leszek
        if( i==numChildren-1 )
452 cf7394cc leszek
          {
453 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
454 c9a24bfb Leszek Koltunski
            {
455 3f44e745 Leszek Koltunski
            child2 = children.get(j);
456 70b6a155 Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
457 c9a24bfb Leszek Koltunski
            }
458
459 61441ce2 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer);
460 7266d8ef Leszek Koltunski
          numRenders += blitWithDepth(time, mBuffer[quality]);
461 cf7394cc leszek
          }
462 60c1c622 leszek
        }
463 b9798977 leszek
464 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
465
      lastBucket= currBucket;
466 95c441a2 leszek
      }
467 270c27bc Leszek Koltunski
468 39086ebb leszek
    return numRenders;
469
    }
470
471 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
472
473 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
474 be60d4ff leszek
    {
475 26a4e5f6 leszek
    return mChildren;
476 be60d4ff leszek
    }
477
478 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
479
// PUBLIC API
480 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
481 86e99907 leszek
/**
482
 * Make the library show various debugging information.
483
 * <p>
484
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
485
 *
486
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
487
 */
488
  public void setDebug(int bitmask)
489
    {
490 26a4e5f6 leszek
    if( this instanceof DistortedScreen )
491
      mDebugLevel = bitmask;
492 86e99907 leszek
    }
493
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495
496 c5369f1b leszek
/**
497 d9706fd2 Leszek Koltunski
 * Draws all the attached children to this OutputSurface.
498 af4cc5db Leszek Koltunski
 * <p>
499
 * Must be called from a thread holding OpenGL Context.
500
 *
501 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
502 7691a39f leszek
 * @return Number of objects rendered.
503 c5369f1b leszek
 */
504 b2939df4 Leszek Koltunski
  public int render(long time)
505 af4cc5db Leszek Koltunski
    {
506 26a4e5f6 leszek
    if( mDebugLevel!=0 ) prepareDebug(time);
507 86e99907 leszek
508 c204c69d leszek
    // change tree topology (attach and detach children)
509 889cce10 Leszek Koltunski
/*
510 42571056 Leszek Koltunski
    boolean changed1 =
511 889cce10 Leszek Koltunski
*/
512 efe3d8fe leszek
    DistortedMaster.toDo();
513 eadf0859 leszek
/*
514 42571056 Leszek Koltunski
    if( changed1 )
515 c204c69d leszek
      {
516
      for(int i=0; i<mNumChildren; i++)
517
        {
518 af27df87 leszek
        mChildren.get(i).debug(0);
519 c204c69d leszek
        }
520 af27df87 leszek
521 7691a39f leszek
      DistortedNode.debugMap();
522 c204c69d leszek
      }
523 eadf0859 leszek
*/
524 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
525
    // Watch out: FIRST change topology, only then deal
526
    // with OpenGL resources. That's because changing Tree
527
    // can result in additional Framebuffers that would need
528
    // to be created immediately, before the calls to drawRecursive()
529 42571056 Leszek Koltunski
/*
530
    boolean changed2 =
531
*/
532 f8377ef8 leszek
    toDo();
533 eadf0859 leszek
/*
534 42571056 Leszek Koltunski
    if( changed2 )
535 af27df87 leszek
      {
536 226144d0 leszek
      DistortedObject.debugLists();
537 42571056 Leszek Koltunski
      }
538 eadf0859 leszek
*/
539 c834348d leszek
    // mark OpenGL state as unknown
540
    DistortedRenderState.reset();
541 2ed1c692 leszek
542 b2939df4 Leszek Koltunski
    int numRenders=0;
543 7691a39f leszek
544 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
545 af4cc5db Leszek Koltunski
      {
546 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
547 af4cc5db Leszek Koltunski
      }
548 7691a39f leszek
549 070695a5 Leszek Koltunski
    setAsOutput(time);
550 b2939df4 Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren);
551
552 26a4e5f6 leszek
    if( mDebugLevel != 0 ) renderDebug(time);
553 b28c6c21 leszek
554 7691a39f leszek
    return numRenders;
555 af4cc5db Leszek Koltunski
    }
556
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558 c5369f1b leszek
/**
559
 * Bind this Surface as a Framebuffer we can render to.
560 02ab6f9d leszek
 *
561
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
562
 *             out if this is the first time during present frame that this FBO is being set as output.
563
 *             If so, the library, in addition to binding the Surface for output, also clears the
564
 *             Surface's color and depth attachments.
565 c5369f1b leszek
 */
566 95c441a2 leszek
  public void setAsOutput(long time)
567 a436ccc5 leszek
    {
568 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
569 95c441a2 leszek
570
    if( mTime!=time )
571
      {
572
      mTime = time;
573 23eecbd9 Leszek Koltunski
      DistortedRenderState.colorDepthStencilOn();
574 e6519ac8 Leszek Koltunski
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
575
      GLES31.glClearDepthf(mClearDepth);
576
      GLES31.glClearStencil(mClearStencil);
577
      GLES31.glClear(mClear);
578 144d252c Leszek Koltunski
      DistortedRenderState.colorDepthStencilRestore();
579 c14e495b Leszek Koltunski
580 2faad666 Leszek Koltunski
      if( mSSBO[0]>=0 )
581 df4d7edc Leszek Koltunski
        {
582
        // yes, this DOES keep on working when 'value' overflows into negative territory.
583 2faad666 Leszek Koltunski
        int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex);
584
585
        if( value-mLastValue[mLastIndex]!=mLastDiff )
586
          {
587
          android.util.Log.d("surface", "id " + mSurfaceID +
588
              (mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) +
589 ce154014 Leszek Koltunski
              " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
590 2faad666 Leszek Koltunski
              + " avg: " + (mAvgSum/RUNNING_AVERAGE)
591
          );
592
          }
593
594
        mLastDiff = value-mLastValue[mLastIndex];
595
        mLastValue[mLastIndex] = value;
596
597
        mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]);
598
        mRunningAvg[mAvgIndex] = mLastDiff;
599
        if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0;
600 df4d7edc Leszek Koltunski
        }
601 2faad666 Leszek Koltunski
602
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
603 95c441a2 leszek
      }
604 a436ccc5 leszek
    }
605 af4cc5db Leszek Koltunski
606 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * Bind this Surface as a Framebuffer we can render to.
609
 * <p>
610
 * This version does not attempt to clear anything.
611
 */
612
613
  public void setAsOutput()
614
    {
615 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
616 1dfc9074 leszek
    }
617
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Return the Near plane of the Projection included in the Surface.
621
 *
622
 * @return the Near plane.
623
 */
624
  public float getNear()
625
    {
626
    return mNear;
627
    }
628
629 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Set mipmap level.
632
 * <p>
633
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
634
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
635
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
636
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
637
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
638
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
639 8426bd6a Leszek Koltunski
 * <p>
640
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
641
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
642
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
643
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
644 638b5b5c leszek
 *
645
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
646
 *               does not make any sense (that would result in loss of speed and no gain in quality)
647
 */
648
  public void setMipmap(float mipmap)
649
    {
650
    mMipmap = mipmap;
651
    }
652
653 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
656 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
657 a9f41fa3 leszek
 *
658
 * @param r the Red component. Default: 0.0f
659
 * @param g the Green component. Default: 0.0f
660
 * @param b the Blue component. Default: 0.0f
661
 * @param a the Alpha component. Default: 0.0f
662
 */
663
  public void glClearColor(float r, float g, float b, float a)
664
    {
665
    mClearR = r;
666
    mClearG = g;
667
    mClearB = b;
668
    mClearA = a;
669
    }
670
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672
/**
673 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
674
 * the Depth buffer of our Surface at the beginning of each frame.
675 a9f41fa3 leszek
 *
676
 * @param d the Depth. Default: 1.0f
677
 */
678
  public void glClearDepthf(float d)
679
    {
680
    mClearDepth = d;
681
    }
682
683 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Uses glClearStencil() to set up a value with which to clear the
686
 * Stencil buffer of our Surface at the beginning of each frame.
687
 *
688
 * @param s the Stencil. Default: 0
689
 */
690
  public void glClearStencil(int s)
691
    {
692
    mClearStencil = s;
693
    }
694
695 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
696
/**
697
 * Which buffers to Clear at the beginning of each frame?
698
 * <p>
699
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
700
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
701
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
702
 *
703
 * @param mask bitwise OR of BUFFER_BITs to clear.
704
 */
705
  public void glClear(int mask)
706
    {
707
    mClear = mask;
708
    }
709
710 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
711
/**
712
 * Create new Projection matrix.
713
 *
714
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
715 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
716
 * @param near Distance between the screen plane and the near plane.
717 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
718
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
719 af4cc5db Leszek Koltunski
 */
720 54fe333a leszek
  public void setProjection(float fov, float near)
721 af4cc5db Leszek Koltunski
    {
722 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
723
      {
724
      mFOV = fov;
725
      }
726
727
    if( near<   1.0f && near> 0.0f )
728
      {
729
      mNear= near;
730
      }
731
    else if( near<=0.0f )
732
      {
733
      mNear = 0.01f;
734
      }
735
    else if( near>=1.0f )
736
      {
737
      mNear=0.99f;
738
      }
739 af4cc5db Leszek Koltunski
740 1dfc9074 leszek
    if( mBuffer[0]!=null )
741
      {
742
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
743
      }
744
745 af4cc5db Leszek Koltunski
    createProjection();
746
    }
747
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749 c5369f1b leszek
/**
750 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
751 c7da4e65 leszek
 * <p>
752
 * This method can be safely called mid-render as it doesn't interfere with rendering.
753 af4cc5db Leszek Koltunski
 *
754
 * @param width The new width.
755
 * @param height The new height.
756 c5369f1b leszek
 */
757 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
758
    {
759
    if( mWidth!=width || mHeight!=height )
760
      {
761 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
762
      mHeight= mRealHeight= height;
763 f8377ef8 leszek
764
      createProjection();
765
766 c7da4e65 leszek
      if( mColorCreated==CREATED )
767 f8377ef8 leszek
        {
768 f28fffc2 Leszek Koltunski
        markForCreation();
769 f8377ef8 leszek
        recreate();
770
        }
771 af4cc5db Leszek Koltunski
      }
772
    }
773 a09ada4c Leszek Koltunski
774 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
775
/**
776 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
777 a436ccc5 leszek
 *
778 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
779 a436ccc5 leszek
 */
780 89de975c leszek
  public boolean hasDepth()
781 a436ccc5 leszek
    {
782 89de975c leszek
    return mDepthStencilCreated==CREATED;
783 a436ccc5 leszek
    }
784
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786
/**
787 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
788 a436ccc5 leszek
 *
789 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
790 a436ccc5 leszek
 */
791 89de975c leszek
  public boolean hasStencil()
792 a436ccc5 leszek
    {
793 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
794 a436ccc5 leszek
    }
795
796 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
797
/**
798
 * Adds a new child to the last position in the list of our Surface's children.
799 c204c69d leszek
 * <p>
800
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
801 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
802 a09ada4c Leszek Koltunski
 *
803
 * @param node The new Node to add.
804
 */
805 c204c69d leszek
  public void attach(DistortedNode node)
806 a09ada4c Leszek Koltunski
    {
807 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
808 efe3d8fe leszek
    DistortedMaster.newSlave(this);
809 a09ada4c Leszek Koltunski
    }
810
811
///////////////////////////////////////////////////////////////////////////////////////////////////
812
/**
813
 * Adds a new child to the last position in the list of our Surface's children.
814 c204c69d leszek
 * <p>
815
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
816 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
817 a09ada4c Leszek Koltunski
 *
818
 * @param surface InputSurface to initialize our child Node with.
819
 * @param effects DistortedEffects to initialize our child Node with.
820
 * @param mesh MeshObject to initialize our child Node with.
821
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
822
 */
823 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
824 a09ada4c Leszek Koltunski
    {
825
    DistortedNode node = new DistortedNode(surface,effects,mesh);
826 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
827 efe3d8fe leszek
    DistortedMaster.newSlave(this);
828 c204c69d leszek
    return node;
829
    }
830
831 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
832
/**
833
 * Removes the first occurrence of a specified child from the list of children of our Surface.
834
 * <p>
835
 * A bit questionable method as there can be many different Nodes attached as children, some
836
 * of them having the same Effects but - for instance - different Mesh. Use with care.
837
 * <p>
838
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
839 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
840 af27df87 leszek
 *
841
 * @param effects DistortedEffects to remove.
842
 */
843
  public void detach(DistortedEffects effects)
844
    {
845
    long id = effects.getID();
846
    DistortedNode node;
847 8baa1fe6 Leszek Koltunski
    boolean detached = false;
848 af27df87 leszek
849
    for(int i=0; i<mNumChildren; i++)
850
      {
851
      node = mChildren.get(i);
852
853
      if( node.getEffects().getID()==id )
854
        {
855 8baa1fe6 Leszek Koltunski
        detached = true;
856 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
857 efe3d8fe leszek
        DistortedMaster.newSlave(this);
858 af27df87 leszek
        break;
859
        }
860
      }
861 8baa1fe6 Leszek Koltunski
862
    if( !detached )
863
      {
864
      // if we failed to detach any, it still might be the case that
865 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
866
      int num = mJobs.size();
867
      Job job;
868
869
      for(int i=0; i<num; i++)
870
        {
871
        job = mJobs.get(i);
872
873
        if( job.type==ATTACH && job.node.getEffects()==effects )
874
          {
875
          mJobs.remove(i);
876
          break;
877
          }
878
        }
879 8baa1fe6 Leszek Koltunski
      }
880 af27df87 leszek
    }
881
882 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
883
/**
884
 * Removes the first occurrence of a specified child from the list of children of our Surface.
885 c204c69d leszek
 * <p>
886
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
887 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
888 c204c69d leszek
 *
889
 * @param node The Node to remove.
890
 */
891
  public void detach(DistortedNode node)
892
    {
893 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
894 efe3d8fe leszek
    DistortedMaster.newSlave(this);
895 a09ada4c Leszek Koltunski
    }
896
897
///////////////////////////////////////////////////////////////////////////////////////////////////
898
/**
899
 * Removes all children Nodes.
900 c204c69d leszek
 * <p>
901
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
902 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
903 c204c69d leszek
 */
904
  public void detachAll()
905
    {
906 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
907 efe3d8fe leszek
    DistortedMaster.newSlave(this);
908 c204c69d leszek
    }
909
910
///////////////////////////////////////////////////////////////////////////////////////////////////
911
/**
912
 * This is not really part of the public API. Has to be public only because it is a part of the
913 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
914 c204c69d leszek
 * Java has no multiple inheritance.
915 43fbf0dd leszek
 *
916
 * @y.exclude
917 a09ada4c Leszek Koltunski
 */
918 efe3d8fe leszek
  public void doWork()
919 a09ada4c Leszek Koltunski
    {
920 efe3d8fe leszek
    int num = mJobs.size();
921
    Job job;
922
923
    for(int i=0; i<num; i++)
924
      {
925
      job = mJobs.remove(0);
926
927
      switch(job.type)
928
        {
929 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
930
                     job.node.setSurfaceParent(this);
931
                     DistortedMaster.addSorted(mChildren,job.node);
932 efe3d8fe leszek
                     mNumChildren++;
933
                     break;
934 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
935 efe3d8fe leszek
                       {
936 be60d4ff leszek
                       job.node.setSurfaceParent(null);
937 efe3d8fe leszek
                       mNumChildren--;
938
                       }
939
                     break;
940 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
941 efe3d8fe leszek
                       {
942 be60d4ff leszek
                       DistortedNode tmp;
943
944
                       for(int j=mNumChildren-1; j>=0; j--)
945
                         {
946
                         tmp = mChildren.remove(j);
947
                         tmp.setSurfaceParent(null);
948
                         }
949
950 efe3d8fe leszek
                       mNumChildren = 0;
951
                       }
952
                     break;
953 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
954 be60d4ff leszek
                     DistortedMaster.addSorted(mChildren,job.node);
955 efe3d8fe leszek
                     break;
956
        }
957
      }
958 a09ada4c Leszek Koltunski
    }
959 af4cc5db Leszek Koltunski
}