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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 )
198
      {
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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
223

    
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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;
270

    
271
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
272
        }
273
      else             // parallel projection
274
        {
275
        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;
281
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
282

    
283
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
284
        }
285
      }
286
    }
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288
///////////////////////////////////////////////////////////////////////////////////////////////////
289

    
290
  private static void createBuffers(int width, int height, float near)
291
    {
292
    float mipmap=1.0f;
293

    
294
    for(int j=0; j<EffectQuality.LENGTH; j++)
295
      {
296
      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
297
      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);
300

    
301
      mipmap *= EffectQuality.MULTIPLIER;
302
      }
303

    
304
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
305

    
306
    GLES31.glStencilMask(0xff);
307
    GLES31.glDepthMask(true);
308
    GLES31.glColorMask(true,true,true,true);
309
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
310
    GLES31.glClearDepthf(1.0f);
311
    GLES31.glClearStencil(0);
312

    
313
    for(int j=0; j<EffectQuality.LENGTH; j++)
314
      {
315
      mBuffer[j].setAsOutput();
316
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
317
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
318
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
319
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
320
      }
321
    }
322

    
323
///////////////////////////////////////////////////////////////////////////////////////////////////
324

    
325
  static synchronized void onDestroy()
326
    {
327
    for(int j=0; j<=EffectQuality.LENGTH; j++)
328
      {
329
      mBuffer[j] = null;
330
      }
331
    }
332

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

    
335
  private static void cloneViewport(DistortedOutputSurface from)
336
    {
337
    if( mBuffer[EffectQuality.LENGTH] != from )
338
      {
339
      mBuffer[EffectQuality.LENGTH]=from;
340
      DistortedOutputSurface surface;
341

    
342
      for(int i=0; i<EffectQuality.LENGTH; i++)
343
        {
344
        surface = mBuffer[i];
345

    
346
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
347
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
348

    
349
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
350

    
351
        surface.createProjection();
352

    
353
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
354
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
355

    
356
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
357
          {
358
          surface.mRealWidth = maxw;
359
          surface.mRealHeight = maxh;
360

    
361
          surface.recreateSurface();
362
          surface.createSurface();
363
          }
364
        }
365
      }
366
    }
367

    
368
///////////////////////////////////////////////////////////////////////////////////////////////////
369

    
370
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
371
    {
372
    GLES31.glViewport(0, 0, mWidth, mHeight);
373
    setAsOutput(currTime);
374
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
375
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
376
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
377
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
378

    
379
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
380
    GLES31.glStencilMask(0x00);
381

    
382
    DistortedEffects.blitDepthPriv(this);
383
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
384
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
385
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
386
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
387

    
388
    // clear buffers
389
    GLES31.glStencilMask(0xff);
390
    GLES31.glDepthMask(true);
391
    GLES31.glColorMask(true,true,true,true);
392
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
393
    GLES31.glClearDepthf(1.0f);
394
    GLES31.glClearStencil(0);
395

    
396
    buffer.setAsOutput();
397
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
398
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
399
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
400
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
401

    
402
    return 1;
403
    }
404

    
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
407
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
408
// to a whole buffer and merge it.
409

    
410
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
411
    {
412
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
413
    DistortedNode child1, child2;
414
    EffectQueuePostprocess lastQueue=null, currQueue;
415
    long lastBucket=0, currBucket;
416

    
417
    for(int i=0; i<numChildren; i++)
418
      {
419
      child1 = children.get(i);
420
      currQueue = child1.getPostprocessQueue();
421
      currBucket= currQueue.getID();
422

    
423
      if( currBucket==0 ) numRenders += child1.draw(time,this);
424
      else
425
        {
426
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
427

    
428
        if( lastBucket!=currBucket )
429
          {
430
          if( lastBucket!=0 )
431
            {
432
            for(int j=bucketChange; j<i; j++)
433
              {
434
              child2 = children.get(j);
435
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
436
              }
437

    
438
            numRenders += lastQueue.postprocess(mBuffer);
439
            numRenders += blitWithDepth(time, mBuffer[quality]);
440
            }
441

    
442
          internalQuality = currQueue.getInternalQuality();
443
          quality         = currQueue.getQuality();
444
          bucketChange    = i;
445

    
446
          cloneViewport(this);
447
          }
448

    
449
        child1.draw(time,mBuffer[quality]);
450

    
451
        if( i==numChildren-1 )
452
          {
453
          for(int j=bucketChange; j<numChildren; j++)
454
            {
455
            child2 = children.get(j);
456
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
457
            }
458

    
459
          numRenders += currQueue.postprocess(mBuffer);
460
          numRenders += blitWithDepth(time, mBuffer[quality]);
461
          }
462
        }
463

    
464
      lastQueue = currQueue;
465
      lastBucket= currBucket;
466
      }
467

    
468
    return numRenders;
469
    }
470

    
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472

    
473
  ArrayList<DistortedNode> getChildren()
474
    {
475
    return mChildren;
476
    }
477

    
478
///////////////////////////////////////////////////////////////////////////////////////////////////
479
// PUBLIC API
480
///////////////////////////////////////////////////////////////////////////////////////////////////
481
/**
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
    if( this instanceof DistortedScreen )
491
      mDebugLevel = bitmask;
492
    }
493

    
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495

    
496
/**
497
 * Draws all the attached children to this OutputSurface.
498
 * <p>
499
 * Must be called from a thread holding OpenGL Context.
500
 *
501
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
502
 * @return Number of objects rendered.
503
 */
504
  public int render(long time)
505
    {
506
    if( mDebugLevel!=0 ) prepareDebug(time);
507

    
508
    // change tree topology (attach and detach children)
509
/*
510
    boolean changed1 =
511
*/
512
    DistortedMaster.toDo();
513
/*
514
    if( changed1 )
515
      {
516
      for(int i=0; i<mNumChildren; i++)
517
        {
518
        mChildren.get(i).debug(0);
519
        }
520

    
521
      DistortedNode.debugMap();
522
      }
523
*/
524
    // 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
/*
530
    boolean changed2 =
531
*/
532
    toDo();
533
/*
534
    if( changed2 )
535
      {
536
      DistortedObject.debugLists();
537
      }
538
*/
539
    // mark OpenGL state as unknown
540
    DistortedRenderState.reset();
541

    
542
    int numRenders=0;
543

    
544
    for(int i=0; i<mNumChildren; i++)
545
      {
546
      numRenders += mChildren.get(i).renderRecursive(time);
547
      }
548

    
549
    setAsOutput(time);
550
    numRenders += renderChildren(time,mNumChildren,mChildren);
551

    
552
    if( mDebugLevel != 0 ) renderDebug(time);
553

    
554
    return numRenders;
555
    }
556

    
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558
/**
559
 * Bind this Surface as a Framebuffer we can render to.
560
 *
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
 */
566
  public void setAsOutput(long time)
567
    {
568
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
569

    
570
    if( mTime!=time )
571
      {
572
      mTime = time;
573
      DistortedRenderState.colorDepthStencilOn();
574
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
575
      GLES31.glClearDepthf(mClearDepth);
576
      GLES31.glClearStencil(mClearStencil);
577
      GLES31.glClear(mClear);
578
      DistortedRenderState.colorDepthStencilRestore();
579

    
580
      if( mSSBO[0]>=0 )
581
        {
582
        // yes, this DOES keep on working when 'value' overflows into negative territory.
583
        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
              " viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex])
590
              + " 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
        }
601

    
602
      if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0;
603
      }
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
616
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
656
 * this Surface at the beginning of each frame.
657
 *
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
 * 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
 *
676
 * @param d the Depth. Default: 1.0f
677
 */
678
  public void glClearDepthf(float d)
679
    {
680
    mClearDepth = d;
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
711
/**
712
 * Create new Projection matrix.
713
 *
714
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
715
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
716
 * @param near Distance between the screen plane and the near plane.
717
 *             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
 */
720
  public void setProjection(float fov, float near)
721
    {
722
    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

    
740
    if( mBuffer[0]!=null )
741
      {
742
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
743
      }
744

    
745
    createProjection();
746
    }
747

    
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749
/**
750
 * Resize the underlying Framebuffer.
751
 * <p>
752
 * This method can be safely called mid-render as it doesn't interfere with rendering.
753
 *
754
 * @param width The new width.
755
 * @param height The new height.
756
 */
757
  public void resize(int width, int height)
758
    {
759
    if( mWidth!=width || mHeight!=height )
760
      {
761
      mWidth = mRealWidth = width;
762
      mHeight= mRealHeight= height;
763

    
764
      createProjection();
765

    
766
      if( mColorCreated==CREATED )
767
        {
768
        markForCreation();
769
        recreate();
770
        }
771
      }
772
    }
773

    
774
///////////////////////////////////////////////////////////////////////////////////////////////////
775
/**
776
 * Return true if the Surface contains a DEPTH attachment.
777
 *
778
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
779
 */
780
  public boolean hasDepth()
781
    {
782
    return mDepthStencilCreated==CREATED;
783
    }
784

    
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786
/**
787
 * Return true if the Surface contains a STENCIL attachment.
788
 *
789
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
790
 */
791
  public boolean hasStencil()
792
    {
793
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
794
    }
795

    
796
///////////////////////////////////////////////////////////////////////////////////////////////////
797
/**
798
 * Adds a new child to the last position in the list of our Surface's children.
799
 * <p>
800
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
801
 * DistortedMaster (by calling doWork())
802
 *
803
 * @param node The new Node to add.
804
 */
805
  public void attach(DistortedNode node)
806
    {
807
    mJobs.add(new Job(ATTACH,node));
808
    DistortedMaster.newSlave(this);
809
    }
810

    
811
///////////////////////////////////////////////////////////////////////////////////////////////////
812
/**
813
 * Adds a new child to the last position in the list of our Surface's children.
814
 * <p>
815
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
816
 * DistortedMaster (by calling doWork())
817
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
824
    {
825
    DistortedNode node = new DistortedNode(surface,effects,mesh);
826
    mJobs.add(new Job(ATTACH,node));
827
    DistortedMaster.newSlave(this);
828
    return node;
829
    }
830

    
831
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
840
 *
841
 * @param effects DistortedEffects to remove.
842
 */
843
  public void detach(DistortedEffects effects)
844
    {
845
    long id = effects.getID();
846
    DistortedNode node;
847
    boolean detached = false;
848

    
849
    for(int i=0; i<mNumChildren; i++)
850
      {
851
      node = mChildren.get(i);
852

    
853
      if( node.getEffects().getID()==id )
854
        {
855
        detached = true;
856
        mJobs.add(new Job(DETACH,node));
857
        DistortedMaster.newSlave(this);
858
        break;
859
        }
860
      }
861

    
862
    if( !detached )
863
      {
864
      // if we failed to detach any, it still might be the case that
865
      // 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
      }
880
    }
881

    
882
///////////////////////////////////////////////////////////////////////////////////////////////////
883
/**
884
 * Removes the first occurrence of a specified child from the list of children of our Surface.
885
 * <p>
886
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
887
 * DistortedMaster (by calling doWork())
888
 *
889
 * @param node The Node to remove.
890
 */
891
  public void detach(DistortedNode node)
892
    {
893
    mJobs.add(new Job(DETACH,node));
894
    DistortedMaster.newSlave(this);
895
    }
896

    
897
///////////////////////////////////////////////////////////////////////////////////////////////////
898
/**
899
 * Removes all children Nodes.
900
 * <p>
901
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
902
 * DistortedMaster (by calling doWork())
903
 */
904
  public void detachAll()
905
    {
906
    mJobs.add(new Job(DETALL,null));
907
    DistortedMaster.newSlave(this);
908
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
914
 * Java has no multiple inheritance.
915
 *
916
 * @y.exclude
917
 */
918
  public void doWork()
919
    {
920
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
930
                     job.node.setSurfaceParent(this);
931
                     DistortedMaster.addSorted(mChildren,job.node);
932
                     mNumChildren++;
933
                     break;
934
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
935
                       {
936
                       job.node.setSurfaceParent(null);
937
                       mNumChildren--;
938
                       }
939
                     break;
940
        case DETALL: if( mNumChildren>0 )
941
                       {
942
                       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
                       mNumChildren = 0;
951
                       }
952
                     break;
953
        case SORT  : mChildren.remove(job.node);
954
                     DistortedMaster.addSorted(mChildren,job.node);
955
                     break;
956
        }
957
      }
958
    }
959
}
(9-9/22)