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library / src / main / java / org / distorted / library / main / DistortedNode.java @ d5e053a5

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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 java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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 * <p>
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 * Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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 * That recursively renders the set held in the Node and all its children.
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 * <p>
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 * The class takes special care to only render identical sub-trees once. Each Node holds a reference
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 * to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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 * will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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 */
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public class DistortedNode implements DistortedMaster.Slave
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  {
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int[] mNumChildren;  // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    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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  private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>();
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  private static long mNextNodeID =0;
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  private boolean mRenderWayOIT;
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  private DistortedNode mParent;
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  private DistortedOutputSurface mSurfaceParent;
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  private MeshObject mMesh;
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  private DistortedEffects mEffects;
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  private DistortedInputSurface mSurface;
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  private DistortedRenderState mState;
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  private NodeData mData;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private class NodeData
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    {
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    long ID;
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    int numPointingNodes;
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    long currTime;
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    ArrayList<Long> key;
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    DistortedFramebuffer mFBO;
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    NodeData(long id, ArrayList<Long> k)
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      {
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      ID              = id;
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      key             = k;
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      numPointingNodes= 1;
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      currTime        =-1;
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      mFBO            = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    mNextNodeID = 0;
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    mMapNodeID.clear();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private ArrayList<Long> generateIDList()
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    {
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    ArrayList<Long> ret = new ArrayList<>();
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    if( mNumChildren[0]==0 )
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      {
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      // add a negative number so this leaf never gets confused with a internal node
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      // with a single child that happens to have ID identical to some leaf's Effects ID.
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      ret.add(-mEffects.getID());
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      }
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    else
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      {
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      DistortedNode node;
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      for(int i=0; i<mNumChildren[0]; i++)
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        {
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        node = mChildren.get(i);
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        ret.add(node.mData.ID);
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        }
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      // A bit questionable decision here - we are sorting the children IDs, which means
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      // that order in which we draw the children is going to be undefined (well, this is not
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      // strictly speaking true - when rendering, if no postprocessing and isomorphism are
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      // involved, we *DO* render the children in order they were added; if however there
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      // are two internal nodes with the same list of identical children, just added in a
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      // different order each time, then we consider them isomorphic, i.e. identical and only
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      // render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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      // exactly the same Z-height this might result in some unexpected sights).
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      //
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      // Reason: with the children being sorted by postprocessing buckets, the order is
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      // undefined anyway (although only when postprocessing is applied).
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      //
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      // See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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      // different order. You will see the number of renders go back to the original 15.
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      Collections.sort(ret);
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      }
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    ret.add( 0, mSurface.getID() );
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print all the Node IDs
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  @SuppressWarnings("unused")
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  void debug(int depth)
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    {
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    String tmp="";
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    int i;
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    for(i=0; i<depth; i++) tmp +="   ";
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    tmp += ("NodeID="+mData.ID+" nodes pointing: "+mData.numPointingNodes+" surfaceID="+
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            mSurface.getID()+" FBO="+(mData.mFBO==null ? "null":mData.mFBO.getID()))+
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            " parent sID="+(mParent==null ? "null": (mParent.mSurface.getID()));
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    android.util.Log.e("NODE", tmp);
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    for(i=0; i<mNumChildren[0]; i++)
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      mChildren.get(i).debug(depth+1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug - print contents of the HashMap
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  @SuppressWarnings("unused")
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  static void debugMap()
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    {
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    NodeData tmp;
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    for(ArrayList<Long> key: mMapNodeID.keySet())
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      {
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      tmp = mMapNodeID.get(key);
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      android.util.Log.e("NODE", "NodeID: "+tmp.ID+" <-- "+key);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// tree isomorphism algorithm
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  private void adjustIsomorphism()
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    {
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    ArrayList<Long> newList = generateIDList();
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    NodeData newData = mMapNodeID.get(newList);
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    if( newData!=null )
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      {
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      newData.numPointingNodes++;
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      }
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    else
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      {
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      newData = new NodeData(++mNextNodeID,newList);
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      mMapNodeID.put(newList,newData);
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      }
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    boolean deleteOldFBO = false;
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    boolean createNewFBO = false;
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    if( --mData.numPointingNodes==0 )
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      {
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      mMapNodeID.remove(mData.key);
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      if( mData.mFBO!=null ) deleteOldFBO=true;
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      }
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    if( mNumChildren[0]>0 && newData.mFBO==null )
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      {
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      createNewFBO = true;
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      }
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    if( mNumChildren[0]==0 && newData.mFBO!=null )
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      {
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      newData.mFBO.markForDeletion();
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      android.util.Log.e("NODE", "ERROR!! this NodeData cannot possibly contain a non-null FBO!! "+newData.mFBO.getID() );
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      newData.mFBO = null;
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      }
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    if( deleteOldFBO && createNewFBO )
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      {
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      newData.mFBO = mData.mFBO;  // just copy over
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      //android.util.Log.d("NODE", "copying over FBOs "+mData.mFBO.getID() );
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      }
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    else if( deleteOldFBO )
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      {
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      mData.mFBO.markForDeletion();
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      //android.util.Log.d("NODE", "deleting old FBO "+mData.mFBO.getID() );
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      mData.mFBO = null;
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      }
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    else if( createNewFBO )
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      {
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      int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
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      int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
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      newData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
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      //android.util.Log.d("NODE", "creating new FBO "+newData.mFBO.getID() );
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      }
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    mData = newData;
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    if( mParent!=null ) mParent.adjustIsomorphism();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int markStencilAndDepth(long currTime, DistortedOutputSurface surface, EffectQueuePostprocess queue)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      DistortedRenderState.setUpStencilMark();
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      mEffects.drawPriv(mSurface.getWidth() /2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, queue.getHalo()*surface.mMipmap);
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      DistortedRenderState.unsetUpStencilMark();
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      return 1;
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      }
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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  int drawNoBlend(long currTime, DistortedOutputSurface surface)
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    {
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    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
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    if( input.setAsInput() )
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      {
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      mState.apply();
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      GLES31.glDisable(GLES31.GL_BLEND);
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      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
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      GLES31.glEnable(GLES31.GL_BLEND);
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      return 1;
273
      }
274

    
275
    return 0;
276
    }
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278
///////////////////////////////////////////////////////////////////////////////////////////////////
279
// Use the Order Independent Transparency method to draw a non-postprocessed child.
280

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

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

    
292
    return 0;
293
    }
294

    
295
///////////////////////////////////////////////////////////////////////////////////////////////////
296
// return the total number of render calls issued
297

    
298
  int draw(long currTime, DistortedOutputSurface surface)
299
    {
300
    DistortedInputSurface input = mNumChildren[0]==0 ? mSurface : mData.mFBO;
301

    
302
    if( input.setAsInput() )
303
      {
304
      mState.apply();
305
      mEffects.drawPriv(mSurface.getWidth()/2.0f, mSurface.getHeight()/2.0f, mMesh, surface, currTime, 0);
306
      return 1;
307
      }
308

    
309
    return 0;
310
    }
311

    
312
///////////////////////////////////////////////////////////////////////////////////////////////////
313
// return the total number of render calls issued
314

    
315
  int renderRecursive(long currTime)
316
    {
317
    int numRenders = 0;
318

    
319
    if( mNumChildren[0]>0 && mData.currTime!=currTime )
320
      {
321
      mData.currTime = currTime;
322

    
323
      for (int i=0; i<mNumChildren[0]; i++)
324
        {
325
        numRenders += mChildren.get(i).renderRecursive(currTime);
326
        }
327

    
328
      if( mData.mFBO==null )
329
        {
330
        int width  = mFboW <= 0 ? mSurface.getWidth()  : mFboW;
331
        int height = mFboH <= 0 ? mSurface.getHeight() : mFboH;
332
        mData.mFBO = new DistortedFramebuffer(1,mFboDepthStencil, DistortedSurface.TYPE_TREE, width, height);
333
        }
334

    
335
      mData.mFBO.setAsOutput(currTime);
336

    
337
      if( mSurface.setAsInput() )
338
        {
339
        numRenders++;
340
        DistortedEffects.blitPriv(mData.mFBO);
341
        }
342

    
343
      numRenders += mData.mFBO.renderChildren(currTime,mNumChildren[0],mChildren,0, mRenderWayOIT);
344
      }
345

    
346
    return numRenders;
347
    }
348

    
349
///////////////////////////////////////////////////////////////////////////////////////////////////
350

    
351
  void setSurfaceParent(DistortedOutputSurface dep)
352
    {
353
    mSurfaceParent = dep;
354
    mParent = null;
355
    }
356

    
357
///////////////////////////////////////////////////////////////////////////////////////////////////
358

    
359
  void sort()
360
    {
361
    if( mParent!=null )
362
      {
363
      mParent.mChildren.remove(this);
364
      DistortedMaster.addSortingByBuckets(mParent.mChildren,this);
365
      }
366
    else if( mSurfaceParent!=null )
367
      {
368
      ArrayList<DistortedNode> children = mSurfaceParent.getChildren();
369
      children.remove(this);
370
      DistortedMaster.addSortingByBuckets(children,this);
371
      }
372
    }
373

    
374
///////////////////////////////////////////////////////////////////////////////////////////////////
375
/**
376
 * Not part of the Public API.
377
 *
378
 * @y.exclude
379
 */
380
  public EffectQueuePostprocess getPostprocessQueue()
381
    {
382
    return mEffects.getPostprocess();
383
    }
384

    
385
///////////////////////////////////////////////////////////////////////////////////////////////////
386
// PUBLIC API
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388
/**
389
 * Constructs new Node.
390
 *     
391
 * @param surface InputSurface to put into the new Node.
392
 * @param effects DistortedEffects to put into the new Node.
393
 * @param mesh MeshObject to put into the new Node.
394
 */
395
  public DistortedNode(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
396
    {
397
    mSurface       = surface;
398
    mEffects       = effects;
399
    mMesh          = mesh;
400
    mState         = new DistortedRenderState();
401
    mChildren      = null;
402
    mNumChildren   = new int[1];
403
    mNumChildren[0]= 0;
404
    mParent        = null;
405
    mSurfaceParent = null;
406
    mRenderWayOIT  = false;
407

    
408
    mFboW            = 0;  // i.e. take this from
409
    mFboH            = 0;  // mSurface's dimensions
410
    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
411

    
412
    ArrayList<Long> list = new ArrayList<>();
413
    list.add(mSurface.getID());
414
    list.add(-mEffects.getID());
415

    
416
    mData = mMapNodeID.get(list);
417
   
418
    if( mData!=null )
419
      {
420
      mData.numPointingNodes++;
421
      }
422
    else
423
      {
424
      mData = new NodeData(++mNextNodeID,list);
425
      mMapNodeID.put(list, mData);
426
      }
427

    
428
    mEffects.newNode(this);
429
    }
430

    
431
///////////////////////////////////////////////////////////////////////////////////////////////////  
432
/**
433
 * Copy-constructs new Node from another Node.
434
 *     
435
 * @param node The DistortedNode to copy data from.
436
 * @param flags bit field composed of a subset of the following:
437
 *        {@link Distorted#CLONE_SURFACE},  {@link Distorted#CLONE_MATRIX}, {@link Distorted#CLONE_VERTEX},
438
 *        {@link Distorted#CLONE_FRAGMENT} and {@link Distorted#CLONE_CHILDREN}.
439
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
440
 */
441
  public DistortedNode(DistortedNode node, int flags)
442
    {
443
    mEffects      = new DistortedEffects(node.mEffects,flags);
444
    mMesh         = node.mMesh;
445
    mState        = new DistortedRenderState();
446
    mParent       = null;
447
    mSurfaceParent= null;
448
    mRenderWayOIT = false;
449

    
450
    mFboW            = node.mFboW;
451
    mFboH            = node.mFboH;
452
    mFboDepthStencil = node.mFboDepthStencil;
453

    
454
    if( (flags & Distorted.CLONE_SURFACE) != 0 )
455
      {
456
      mSurface = node.mSurface;
457
      }
458
    else
459
      {
460
      int w = node.mSurface.getWidth();
461
      int h = node.mSurface.getHeight();
462

    
463
      if( node.mSurface instanceof DistortedTexture )
464
        {
465
        mSurface = new DistortedTexture(w,h, DistortedSurface.TYPE_TREE);
466
        }
467
      else if( node.mSurface instanceof DistortedFramebuffer )
468
        {
469
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
470

    
471
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
472
          {
473
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
474
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
475
          }
476

    
477
        mSurface = new DistortedFramebuffer(1,depthStencil,DistortedSurface.TYPE_TREE,w,h);
478
        }
479
      }
480
    if( (flags & Distorted.CLONE_CHILDREN) != 0 )
481
      {
482
      if( node.mChildren==null )     // do NOT copy over the NULL!
483
        {
484
        node.mChildren = new ArrayList<>(2);
485
        }
486

    
487
      mChildren = node.mChildren;
488
      mNumChildren = node.mNumChildren;
489
      }
490
    else
491
      {
492
      mChildren = null;
493
      mNumChildren = new int[1];
494
      mNumChildren[0] = 0;
495
      }
496
   
497
    ArrayList<Long> list = generateIDList();
498
   
499
    mData = mMapNodeID.get(list);
500
   
501
    if( mData!=null )
502
      {
503
      mData.numPointingNodes++;
504
      }
505
    else
506
      {
507
      mData = new NodeData(++mNextNodeID,list);
508
      mMapNodeID.put(list, mData);
509
      }
510

    
511
    mEffects.newNode(this);
512
    }
513

    
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515
  /**
516
   * When rendering this Node, should we use the Order Independent Transparency render more?
517
   * <p>
518
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
519
   * fragments in different ways depending on which fragments get rendered first, or the slower
520
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
521
   *
522
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
523
   */
524
  public void setOrderIndependentTransparency(boolean oit)
525
    {
526
    mRenderWayOIT = oit;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Adds a new child to the last position in the list of our Node's children.
532
 * <p>
533
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
534
 * DistortedMaster (by calling doWork())
535
 *
536
 * @param node The new Node to add.
537
 */
538
  public void attach(DistortedNode node)
539
    {
540
    mJobs.add(new Job(ATTACH,node));
541
    DistortedMaster.newSlave(this);
542
    }
543

    
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545
/**
546
 * Adds a new child to the last position in the list of our Node's children.
547
 * <p>
548
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
549
 * DistortedMaster (by calling doWork())
550
 *
551
 * @param surface InputSurface to initialize our child Node with.
552
 * @param effects DistortedEffects to initialize our child Node with.
553
 * @param mesh MeshObject to initialize our child Node with.
554
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
555
 */
556
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
557
    {
558
    DistortedNode node = new DistortedNode(surface,effects,mesh);
559
    mJobs.add(new Job(ATTACH,node));
560
    DistortedMaster.newSlave(this);
561
    return node;
562
    }
563

    
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565
/**
566
 * Removes the first occurrence of a specified child from the list of children of our Node.
567
 * <p>
568
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
569
 * DistortedMaster (by calling doWork())
570
 *
571
 * @param node The Node to remove.
572
 */
573
  public void detach(DistortedNode node)
574
    {
575
    mJobs.add(new Job(DETACH,node));
576
    DistortedMaster.newSlave(this);
577
    }
578

    
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580
/**
581
 * Removes the first occurrence of a specified child from the list of children of our Node.
582
 * <p>
583
 * A bit questionable method as there can be many different Nodes attached as children, some
584
 * of them having the same Effects but - for instance - different Mesh. Use with care.
585
 * <p>
586
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
587
 * DistortedMaster (by calling doWork())
588
 *
589
 * @param effects DistortedEffects to remove.
590
 */
591
  public void detach(DistortedEffects effects)
592
    {
593
    long id = effects.getID();
594
    DistortedNode node;
595
    boolean detached = false;
596

    
597
    for(int i=0; i<mNumChildren[0]; i++)
598
      {
599
      node = mChildren.get(i);
600

    
601
      if( node.getEffects().getID()==id )
602
        {
603
        detached = true;
604
        mJobs.add(new Job(DETACH,node));
605
        DistortedMaster.newSlave(this);
606
        break;
607
        }
608
      }
609

    
610
    if( !detached )
611
      {
612
      // if we failed to detach any, it still might be the case that
613
      // there's an ATTACH job that we need to cancel.
614
      int num = mJobs.size();
615
      Job job;
616

    
617
      for(int i=0; i<num; i++)
618
        {
619
        job = mJobs.get(i);
620

    
621
        if( job.type==ATTACH && job.node.getEffects()==effects )
622
          {
623
          mJobs.remove(i);
624
          break;
625
          }
626
        }
627
      }
628
    }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Removes all children Nodes.
633
 * <p>
634
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
635
 * DistortedMaster (by calling doWork())
636
 */
637
  public void detachAll()
638
    {
639
    mJobs.add(new Job(DETALL,null));
640
    DistortedMaster.newSlave(this);
641
    }
642

    
643
///////////////////////////////////////////////////////////////////////////////////////////////////
644
/**
645
 * This is not really part of the public API. Has to be public only because it is a part of the
646
 * DistortedSlave interface, which should really be a class that we extend here instead but
647
 * Java has no multiple inheritance.
648
 *
649
 * @y.exclude
650
 */
651
  public void doWork()
652
    {
653
    int num = mJobs.size();
654
    Job job;
655

    
656
    int numChanges=0;
657

    
658
    for(int i=0; i<num; i++)
659
      {
660
      job = mJobs.remove(0);
661

    
662
      switch(job.type)
663
        {
664
        case ATTACH: numChanges++;
665
                     if( mChildren==null ) mChildren = new ArrayList<>(2);
666
                     job.node.mParent = this;
667
                     job.node.mSurfaceParent = null;
668
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
669
                     mNumChildren[0]++;
670
                     break;
671
        case DETACH: numChanges++;
672
                     if( mNumChildren[0]>0 && mChildren.remove(job.node) )
673
                       {
674
                       job.node.mParent = null;
675
                       job.node.mSurfaceParent = null;
676
                       mNumChildren[0]--;
677
                       }
678
                     break;
679
        case DETALL: numChanges++;
680
                     if( mNumChildren[0]>0 )
681
                       {
682
                       DistortedNode tmp;
683

    
684
                       for(int j=mNumChildren[0]-1; j>=0; j--)
685
                         {
686
                         tmp = mChildren.remove(j);
687
                         tmp.mParent = null;
688
                         tmp.mSurfaceParent = null;
689
                         }
690

    
691
                       mNumChildren[0] = 0;
692
                       }
693
                     break;
694
        case SORT  : mChildren.remove(job.node);
695
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
696
                     break;
697
        }
698
      }
699

    
700
    if( numChanges>0 ) adjustIsomorphism();
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Returns the DistortedEffects object that's in the Node.
706
 * 
707
 * @return The DistortedEffects contained in the Node.
708
 */
709
  public DistortedEffects getEffects()
710
    {
711
    return mEffects;
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715
/**
716
 * Returns the DistortedInputSurface object that's in the Node.
717
 *
718
 * @return The DistortedInputSurface contained in the Node.
719
 */
720
  public DistortedInputSurface getSurface()
721
    {
722
    return mSurface;
723
    }
724

    
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * Returns the Mesh object that's in the Node.
728
 *
729
 * @return Mesh contained in the Node.
730
 */
731
  public MeshObject getMesh()
732
    {
733
    return mMesh;
734
    }
735

    
736
///////////////////////////////////////////////////////////////////////////////////////////////////
737
/**
738
 * Resizes the DistortedFramebuffer object that we render this Node to.
739
 */
740
  public void resize(int width, int height)
741
    {
742
    mFboW = width;
743
    mFboH = height;
744

    
745
    if ( mData.mFBO !=null )
746
      {
747
      // TODO: potentially allocate a new NodeData if we have to
748
      mData.mFBO.resize(width,height);
749
      }
750
    }
751

    
752
///////////////////////////////////////////////////////////////////////////////////////////////////
753
/**
754
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
755
 */
756
  public void enableDepthStencil(int depthStencil)
757
    {
758
    mFboDepthStencil = depthStencil;
759

    
760
    if ( mData.mFBO !=null )
761
      {
762
      // TODO: potentially allocate a new NodeData if we have to
763
      mData.mFBO.enableDepthStencil(depthStencil);
764
      }
765
    }
766

    
767
///////////////////////////////////////////////////////////////////////////////////////////////////
768
// APIs that control how to set the OpenGL state just before rendering this Node.
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * When rendering this Node, use ColorMask (r,g,b,a).
772
 *
773
 * @param r Write to the RED color channel when rendering this Node?
774
 * @param g Write to the GREEN color channel when rendering this Node?
775
 * @param b Write to the BLUE color channel when rendering this Node?
776
 * @param a Write to the ALPHA channel when rendering this Node?
777
 */
778
  @SuppressWarnings("unused")
779
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
780
    {
781
    mState.glColorMask(r,g,b,a);
782
    }
783

    
784
///////////////////////////////////////////////////////////////////////////////////////////////////
785
/**
786
 * When rendering this Node, switch on writing to Depth buffer?
787
 *
788
 * @param mask Write to the Depth buffer when rendering this Node?
789
 */
790
  @SuppressWarnings("unused")
791
  public void glDepthMask(boolean mask)
792
    {
793
    mState.glDepthMask(mask);
794
    }
795

    
796
///////////////////////////////////////////////////////////////////////////////////////////////////
797
/**
798
 * When rendering this Node, which bits of the Stencil buffer to write to?
799
 *
800
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
801
 */
802
  @SuppressWarnings("unused")
803
  public void glStencilMask(int mask)
804
    {
805
    mState.glStencilMask(mask);
806
    }
807

    
808
///////////////////////////////////////////////////////////////////////////////////////////////////
809
/**
810
 * When rendering this Node, which Tests to enable?
811
 *
812
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
813
 */
814
  @SuppressWarnings("unused")
815
  public void glEnable(int test)
816
    {
817
    mState.glEnable(test);
818
    }
819

    
820
///////////////////////////////////////////////////////////////////////////////////////////////////
821
/**
822
 * When rendering this Node, which Tests to enable?
823
 *
824
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
825
 */
826
  @SuppressWarnings("unused")
827
  public void glDisable(int test)
828
    {
829
    mState.glDisable(test);
830
    }
831

    
832
///////////////////////////////////////////////////////////////////////////////////////////////////
833
/**
834
 * When rendering this Node, use the following StencilFunc.
835
 *
836
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
837
 * @param ref  Reference valut to compare our stencil with.
838
 * @param mask Mask used when comparing.
839
 */
840
  @SuppressWarnings("unused")
841
  public void glStencilFunc(int func, int ref, int mask)
842
    {
843
    mState.glStencilFunc(func,ref,mask);
844
    }
845

    
846
///////////////////////////////////////////////////////////////////////////////////////////////////
847
/**
848
 * When rendering this Node, use the following StencilOp.
849
 * <p>
850
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
851
 *
852
 * @param sfail  What to do when Stencil Test fails.
853
 * @param dpfail What to do when Depth Test fails.
854
 * @param dppass What to do when Depth Test passes.
855
 */
856
  @SuppressWarnings("unused")
857
  public void glStencilOp(int sfail, int dpfail, int dppass)
858
    {
859
    mState.glStencilOp(sfail,dpfail,dppass);
860
    }
861

    
862
///////////////////////////////////////////////////////////////////////////////////////////////////
863
/**
864
 * When rendering this Node, use the following DepthFunc.
865
 *
866
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
867
 */
868
  @SuppressWarnings("unused")
869
  public void glDepthFunc(int func)
870
    {
871
    mState.glDepthFunc(func);
872
    }
873

    
874
///////////////////////////////////////////////////////////////////////////////////////////////////
875
/**
876
 * When rendering this Node, use the following Blending mode.
877
 * <p>
878
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
879
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
880
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
881
 *
882
 * @param src Source Blend function
883
 * @param dst Destination Blend function
884
 */
885
  @SuppressWarnings("unused")
886
  public void glBlendFunc(int src, int dst)
887
    {
888
    mState.glBlendFunc(src,dst);
889
    }
890

    
891
///////////////////////////////////////////////////////////////////////////////////////////////////
892
/**
893
 * Before rendering this Node, clear the following buffers.
894
 * <p>
895
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
896
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
897
 * Default: 0
898
 *
899
 * @param mask bitwise OR of BUFFER_BITs to clear.
900
 */
901
  @SuppressWarnings("unused")
902
  public void glClear(int mask)
903
    {
904
    mState.glClear(mask);
905
    }
906
  }
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