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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES20;
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import android.opengl.Matrix;
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import java.util.Iterator;
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import java.util.LinkedList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a OpenGL Framebuffer object.
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* <p>
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* User is able to create either Framebuffers from objects already constructed outside
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* of the library (the first constructor; primary use case: the screen) or an offscreen
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* FBOs.
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* <p>
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* Keep all objects created in a static LinkedList. The point: we need to be able to mark
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* Framebuffers for deletion, and delete all marked objects later at a convenient time (that's
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* because we can only delete from a thread that holds the OpenGL context so here we provide a
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* framework where one is able to mark for deletion at any time and actual deletion takes place
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* on the next render).
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*/
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public class DistortedFramebuffer
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{
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private static final int FAILED_TO_CREATE = -1;
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private static final int NOT_CREATED_YET = -2;
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private static final int DONT_CREATE = -3;
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private static boolean mListMarked = false;
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private static LinkedList<DistortedFramebuffer> mList = new LinkedList<>();
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private int[] colorIds = new int[1];
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private int[] depthIds = new int[1];
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private int[] fboIds = new int[1];
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private boolean mMarked;
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private boolean mDepthWanted;
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// Projection stuff
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private float mX, mY, mFOV;
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int mWidth,mHeight,mDepth;
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float mDistance;
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float[] mProjectionMatrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Must be called from a thread holding OpenGL Context
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void createFBO()
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{
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if( colorIds[0]==NOT_CREATED_YET )
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{
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GLES20.glGenTextures(1, colorIds, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, colorIds[0]);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
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GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mWidth, mHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
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GLES20.glGenFramebuffers(1, fboIds, 0);
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
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GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, colorIds[0], 0);
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checkStatus("color");
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mList.add(this);
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}
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if( mDepthWanted && depthIds[0]==NOT_CREATED_YET ) // we need to create a new DEPTH attachment
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{
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GLES20.glGenTextures(1, depthIds, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, depthIds[0]);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
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GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GLES20.GL_DEPTH_COMPONENT, GLES20.GL_UNSIGNED_SHORT, null);
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
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GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_TEXTURE_2D, depthIds[0], 0);
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checkStatus("depth");
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}
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if( !mDepthWanted && depthIds[0]!=NOT_CREATED_YET ) // we need to detach and destroy the DEPTH attachment.
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{
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GLES20.glDeleteTextures(1, depthIds, 0);
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depthIds[0]=NOT_CREATED_YET;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean checkStatus(String message)
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{
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int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
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if(status != GLES20.GL_FRAMEBUFFER_COMPLETE)
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{
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android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
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GLES20.glDeleteTextures(1, colorIds, 0);
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GLES20.glDeleteTextures(1, depthIds, 0);
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GLES20.glDeleteFramebuffers(1, fboIds, 0);
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fboIds[0] = 0;
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colorIds[0] = FAILED_TO_CREATE;
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depthIds[0] = FAILED_TO_CREATE;
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return false;
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}
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return true;
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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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private void deleteFBO()
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{
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if( colorIds[0]>=0 )
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{
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//android.util.Log.e("FBO", "deleting ("+mWidth+","+mHeight+") "+fboIds[0]);
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if( depthIds[0]>=0 )
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{
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GLES20.glDeleteTextures(1, depthIds, 0);
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depthIds[0]=NOT_CREATED_YET;
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}
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GLES20.glDeleteTextures(1, colorIds, 0);
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colorIds[0] = NOT_CREATED_YET;
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GLES20.glDeleteFramebuffers(1, fboIds, 0);
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fboIds[0] = 0;
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}
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mMarked = false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void reset()
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{
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if( colorIds[0]!=DONT_CREATE )
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colorIds[0] = NOT_CREATED_YET;
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if( mDepthWanted ) depthIds[0] = NOT_CREATED_YET;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setAsOutput()
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{
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
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if( depthIds[0]!=NOT_CREATED_YET )
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{
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GLES20.glEnable(GLES20.GL_DEPTH_TEST);
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GLES20.glDepthMask(true);
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}
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else
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{
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GLES20.glDisable(GLES20.GL_DEPTH_TEST);
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GLES20.glDepthMask(false);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setAsInput()
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{
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, colorIds[0]);
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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 left = (-mX-mWidth /2.0f)/mHeight;
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float right = (-mX+mWidth /2.0f)/mHeight;
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float bottom = (-mY-mHeight/2.0f)/mHeight;
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float top = (-mY+mHeight/2.0f)/mHeight;
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float near = (top-bottom) / (2.0f*(float)Math.tan(mFOV*Math.PI/360));
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mDistance = mHeight*near/(top-bottom);
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float far = 2*mDistance-near;
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mDepth = (int)((far-near)/2);
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Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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else // parallel projection
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{
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float left = -mX-mWidth /2.0f;
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float right = -mX+mWidth /2.0f;
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float bottom = -mY-mHeight/2.0f;
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float top = -mY+mHeight/2.0f;
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float near = (mWidth+mHeight)/2;
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mDistance = 2*near;
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float far = 3*near;
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mDepth = (int)near;
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Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static synchronized void onDestroy()
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{
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// There are issues with this. Namely, if one
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// 1. creates a DObjectTree (somewhere else than onSurfaceCreated of constructor so it does not get re-created on re-launch)
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// 2. exits the app (here mList would be cleared)
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// 3. re-launches the app
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// 4. deletes some nodes
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// then the underlying Framebuffers will never be deleted!
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mListMarked = false;
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mList.clear();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called form a thread holding OpenGL Context
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private static synchronized void deleteAllMarked()
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{
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if( mListMarked )
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{
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DistortedFramebuffer tmp;
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Iterator<DistortedFramebuffer> iterator = mList.iterator();
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while(iterator.hasNext())
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{
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tmp = iterator.next();
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if( tmp.mMarked )
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{
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tmp.deleteFBO();
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iterator.remove();
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}
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}
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mListMarked = false;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new offscreen Framebuffer.
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*
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* @param width Width of the COLOR attachment.
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* @param height Height of the COLOR attachment.
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*/
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@SuppressWarnings("unused")
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public DistortedFramebuffer(int width, int height)
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{
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mProjectionMatrix = new float[16];
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mHeight = height;
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mWidth = width;
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mFOV = 60.0f;
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mX = 0.0f;
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mY = 0.0f;
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mMarked = false;
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mDepthWanted= false;
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fboIds[0] =-1;
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colorIds[0]= NOT_CREATED_YET;
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depthIds[0]= NOT_CREATED_YET;
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createProjection();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new Framebuffer from an already created OpenGL Framebuffer.
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* <p>
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* Has to be followed by a 'resize()' to set the size.
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*
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* @param fbo the ID of a OpenGL Framebuffer object. Typically 0 (the screen)
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*/
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public DistortedFramebuffer(int fbo)
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{
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mProjectionMatrix = new float[16];
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mFOV = 60.0f;
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mX = 0.0f;
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mY = 0.0f;
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mMarked = false;
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mDepthWanted= true;
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fboIds[0] = fbo;
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colorIds[0]= DONT_CREATE;
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depthIds[0]= DONT_CREATE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new DEPTH buffer and attach it or (param=false) detach an existing DEPTh attachment and destroy it.
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*
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* @param hasDepthAttachment <bold>true</bold> if we want to attach a new DEPTH buffer to the FBO.<br>
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* <bold>false</bold> if we want to detach the DEPTH attachment.
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*/
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public void setDepthAttachment(boolean hasDepthAttachment)
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{
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mDepthWanted = hasDepthAttachment;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draw the (texture,mesh,effects) object to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param tex input Texture to use.
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* @param mesh Class descendant from MeshObject
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* @param effects The DistortedEffects to use when rendering
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* @param time Current time, in milliseconds.
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*/
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public void renderTo(DistortedTexture tex, MeshObject mesh, DistortedEffects effects, long time)
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{
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tex.createTexture();
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tex.setAsInput();
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createFBO();
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setAsOutput();
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effects.drawPriv(tex.mHalfX, tex.mHalfY, mesh, this, time);
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DistortedFramebuffer.deleteAllMarked();
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DistortedTexture.deleteAllMarked();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draw the (framebuffer,mesh,effects) object to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param fbo The Framebuffer (previously created with the first constructor, drawing FROM the screen
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* is unsupported!) whose COLOR attachment 0 will be used as input texture.
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* Please note that rendering from an FBO to itself is unsupported by OpenGL!
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* @param mesh Class descendant from MeshObject
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* @param effects The DistortedEffects to use when rendering
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* @param time Current time, in milliseconds.
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*/
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public void renderTo(DistortedFramebuffer fbo, MeshObject mesh, DistortedEffects effects, long time)
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{
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fbo.createFBO();
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if( fbo.colorIds[0]>0 ) // fbo created with the first constructor
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{
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createFBO();
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setAsOutput();
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fbo.colorIds[0]);
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effects.drawPriv(fbo.mWidth/2, fbo.mHeight/2, mesh, this, time);
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DistortedFramebuffer.deleteAllMarked();
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DistortedTexture.deleteAllMarked();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draws the Tree, and all its children, to the Framebuffer.
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* <p>
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* Must be called from a thread holding OpenGL Context.
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*
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* @param dt DistortedTree to render.
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* @param time Current time, in milliseconds. This will be passed to all the Effects stored in the Tree.
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*/
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public void renderTo(DistortedTree dt, long time)
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{
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createFBO();
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setAsOutput();
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dt.drawRecursive(time,this);
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DistortedFramebuffer.deleteAllMarked();
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DistortedTexture.deleteAllMarked();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
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*/
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public void markForDeletion()
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{
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//android.util.Log.e("FBO", "marking for deletion ("+mWidth+","+mHeight+") "+fboIds[0]);
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408
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mListMarked = true;
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mMarked = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create new Projection matrix.
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*
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* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
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* @param x X-coordinate of the point at which our camera looks at. 0 is the center.
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* @param y Y-coordinate of the point at which our camera looks at. 0 is the center.
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*/
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public void setProjection(float fov, float x, float y)
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{
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mFOV = fov;
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mX = x;
|
425
|
mY = y;
|
426
|
|
427
|
createProjection();
|
428
|
}
|
429
|
|
430
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431
|
/**
|
432
|
* Resize the underlying Framebuffer.
|
433
|
*
|
434
|
* As the Framebuffer is not created until the first render, typical usage of this API is actually
|
435
|
* to set the size of an not-yet-created Framebuffer of an object that has been created with the
|
436
|
* second constructor.
|
437
|
* <p>
|
438
|
* Fully creating an object, rendering to it, then resizing mid-render is also possible. Actual
|
439
|
* resize takes place on the next render.
|
440
|
*
|
441
|
* @param width The new width.
|
442
|
* @param height The new height.
|
443
|
*/
|
444
|
public void resize(int width, int height)
|
445
|
{
|
446
|
if( mWidth!=width || mHeight!=height )
|
447
|
{
|
448
|
mWidth = width;
|
449
|
mHeight= height;
|
450
|
|
451
|
createProjection();
|
452
|
|
453
|
if( colorIds[0]>0 ) markForDeletion();
|
454
|
}
|
455
|
}
|
456
|
|
457
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
458
|
/**
|
459
|
* Return the ID of the Texture (COLOR attachment 0) that's backing this FBO.
|
460
|
* <p>
|
461
|
* Catch: this will only work if the library has had time to actually create the texture. Remember
|
462
|
* that the texture gets created only on first render, thus creating a Texture object and immediately
|
463
|
* calling this method will return an invalid (negative) result.
|
464
|
*
|
465
|
* @return If there was not a single render between creation of the Object and calling this method on
|
466
|
* it, return a negative value. Otherwise, return ID of COLOR attachment 0.
|
467
|
*/
|
468
|
public int getTextureID()
|
469
|
{
|
470
|
return colorIds[0];
|
471
|
}
|
472
|
|
473
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
474
|
/**
|
475
|
* Return true if the FBO contains a DEPTH attachment.
|
476
|
*
|
477
|
* @return <bold>true</bold> if the FBO contains a DEPTH attachment.
|
478
|
*/
|
479
|
public boolean hasDepth()
|
480
|
{
|
481
|
return mDepthWanted;
|
482
|
}
|
483
|
}
|