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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ df4d7edc

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