Project

General

Profile

Download (34.2 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ df5f8dd9

1 c5369f1b leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19
20 fe82a979 Leszek Koltunski
package org.distorted.library.main;
21 c5369f1b leszek
22 e6519ac8 Leszek Koltunski
import android.opengl.GLES31;
23 af4cc5db Leszek Koltunski
import android.opengl.Matrix;
24 86e99907 leszek
25 3521c6fe leszek
import org.distorted.library.effect.EffectQuality;
26
27 a09ada4c Leszek Koltunski
import java.util.ArrayList;
28 af4cc5db Leszek Koltunski
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30 70b6a155 Leszek Koltunski
/**
31
 * This is not really part of the public API.
32
 *
33
 * @y.exclude
34
 */
35
public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
36 af4cc5db Leszek Koltunski
{
37 89de975c leszek
/**
38
 * Do not create DEPTH or STENCIL attachment
39
 */
40 23eecbd9 Leszek Koltunski
  public static final int NO_DEPTH_NO_STENCIL = 0;
41 89de975c leszek
/**
42
 * Create DEPTH, but not STENCIL
43
 */
44 23eecbd9 Leszek Koltunski
  public static final int DEPTH_NO_STENCIL    = 1;
45 89de975c leszek
/**
46
 * Create both DEPTH and STENCIL
47
 */
48 23eecbd9 Leszek Koltunski
  public static final int BOTH_DEPTH_STENCIL  = 2;
49 89de975c leszek
50 efe3d8fe leszek
  private static final int ATTACH = 0;
51
  private static final int DETACH = 1;
52
  private static final int DETALL = 2;
53
  private static final int SORT   = 3;
54
55 a09ada4c Leszek Koltunski
  private ArrayList<DistortedNode> mChildren;
56
  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
57 406e2f6b Leszek Koltunski
  private boolean mRenderWayOIT;
58 a09ada4c Leszek Koltunski
59 efe3d8fe leszek
  private class Job
60
    {
61
    int type;
62
    DistortedNode node;
63
64 ffbe7ecf Leszek Koltunski
    Job(int t, DistortedNode n)
65 efe3d8fe leszek
      {
66
      type = t;
67
      node = n;
68
      }
69
    }
70
71
  private ArrayList<Job> mJobs = new ArrayList<>();
72
73 baa3989b Leszek Koltunski
  // Global buffers used for postprocessing.
74 df5f8dd9 Leszek Koltunski
  private static DistortedOutputSurface[] mBuffer=null;
75 60c1c622 leszek
76 c2c08950 leszek
  private float mFOV;
77
  float mDistance, mNear;
78 af4cc5db Leszek Koltunski
  float[] mProjectionMatrix;
79
80 89de975c leszek
  int mDepthStencilCreated;
81
  int mDepthStencil;
82 8ebbc730 Leszek Koltunski
  int[] mDepthStencilH;
83
  int[] mFBOH;
84
  private long[] mTime;
85 a436ccc5 leszek
86 a9f41fa3 leszek
  private float mClearR, mClearG, mClearB, mClearA;
87
  private float mClearDepth;
88 23eecbd9 Leszek Koltunski
  private int mClearStencil;
89 ad16ed3b Leszek Koltunski
  private int mClear;
90 78db8663 Leszek Koltunski
  float mMipmap;
91
92 61441ce2 Leszek Koltunski
  int mRealWidth;   // the Surface can be backed up with a texture that is
93
  int mRealHeight;  // larger than the viewport we have to it.
94
                    // mWidth,mHeight are the sizes of the Viewport, those -
95
                    // sizes of the backing up texture.
96 a4b182d4 Leszek Koltunski
97 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
98
99 8ebbc730 Leszek Koltunski
  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
100 af4cc5db Leszek Koltunski
    {
101 8ebbc730 Leszek Koltunski
    super(width,height,createColor,numfbos,numcolors,type);
102
103 406e2f6b Leszek Koltunski
    mRenderWayOIT = false;
104
105 8ebbc730 Leszek Koltunski
    mDepthStencilH = new int[numfbos];
106
    mFBOH          = new int[numfbos];
107
108
    mTime = new long[numfbos];
109
    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
110 af4cc5db Leszek Koltunski
111 a4b182d4 Leszek Koltunski
    mRealWidth = width;
112
    mRealHeight= height;
113
114 af4cc5db Leszek Koltunski
    mProjectionMatrix = new float[16];
115
116
    mFOV = 60.0f;
117 54fe333a leszek
    mNear=  0.5f;
118 af4cc5db Leszek Koltunski
119 23eecbd9 Leszek Koltunski
    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
120 89de975c leszek
    mDepthStencil = depthStencil;
121
122
    mFBOH[0]         = fbo;
123
    mDepthStencilH[0]= 0;
124 a436ccc5 leszek
125 a9f41fa3 leszek
    mClearR = 0.0f;
126
    mClearG = 0.0f;
127
    mClearB = 0.0f;
128
    mClearA = 0.0f;
129
130
    mClearDepth = 1.0f;
131 23eecbd9 Leszek Koltunski
    mClearStencil = 0;
132 e6519ac8 Leszek Koltunski
    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
133 a9f41fa3 leszek
134 8426bd6a Leszek Koltunski
    mMipmap = 1.0f;
135 78db8663 Leszek Koltunski
136 af4cc5db Leszek Koltunski
    createProjection();
137
    }
138
139 c5369f1b leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
140
141 be60d4ff leszek
  private void createProjection()
142 af4cc5db Leszek Koltunski
    {
143
    if( mWidth>0 && mHeight>1 )
144
      {
145
      if( mFOV>0.0f )  // perspective projection
146
        {
147 54fe333a leszek
        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
148 8426bd6a Leszek Koltunski
        float q = mWidth*mNear;
149
        float c = mHeight*mNear;
150 54fe333a leszek
151 c2c08950 leszek
        float left   = -q/2;
152
        float right  = +q/2;
153
        float bottom = -c/2;
154
        float top    = +c/2;
155
        float near   =  c/a;
156 54fe333a leszek
157 8426bd6a Leszek Koltunski
        mDistance    = mHeight/a;
158 af4cc5db Leszek Koltunski
        float far    = 2*mDistance-near;
159
160
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
161
        }
162
      else             // parallel projection
163
        {
164 8426bd6a Leszek Koltunski
        float left   = -mWidth/2.0f;
165
        float right  = +mWidth/2.0f;
166
        float bottom = -mHeight/2.0f;
167
        float top    = +mHeight/2.0f;
168
        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
169
        mDistance    = mWidth+mHeight;
170
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
171 af4cc5db Leszek Koltunski
172
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
173
        }
174
      }
175
    }
176
177 1d6d261e Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
178
179 56c6ca24 Leszek Koltunski
  private static void createPostprocessingBuffers(int width, int height, float near)
180 1d6d261e Leszek Koltunski
    {
181 df5f8dd9 Leszek Koltunski
    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
182 1d6d261e Leszek Koltunski
    float mipmap=1.0f;
183
184 baa3989b Leszek Koltunski
    for (int j=0; j<EffectQuality.LENGTH; j++)
185 1d6d261e Leszek Koltunski
      {
186 586b5fa1 Leszek Koltunski
      mBuffer[j] = new DistortedFramebuffer(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
187 baa3989b Leszek Koltunski
      mBuffer[j].mMipmap = mipmap;
188
      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
189
      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
190 a4b182d4 Leszek Koltunski
191 1d6d261e Leszek Koltunski
      mipmap *= EffectQuality.MULTIPLIER;
192
      }
193
194
    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
195
196 e6519ac8 Leszek Koltunski
    GLES31.glStencilMask(0xff);
197
    GLES31.glDepthMask(true);
198 56c6ca24 Leszek Koltunski
    GLES31.glColorMask(true, true, true, true);
199
    GLES31.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
200 e6519ac8 Leszek Koltunski
    GLES31.glClearDepthf(1.0f);
201
    GLES31.glClearStencil(0);
202 1d6d261e Leszek Koltunski
203 baa3989b Leszek Koltunski
    for (int j=0; j<EffectQuality.LENGTH; j++)
204 1d6d261e Leszek Koltunski
      {
205 586b5fa1 Leszek Koltunski
      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
206
        {
207
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
208
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+1], 0);
209
        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
210
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k  ], 0);
211
        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
212
        }
213 1d6d261e Leszek Koltunski
      }
214 586b5fa1 Leszek Koltunski
215
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
216 1d6d261e Leszek Koltunski
    }
217
218 a4b182d4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
219
220 ce154014 Leszek Koltunski
  static synchronized void onDestroy()
221 a4b182d4 Leszek Koltunski
    {
222 df5f8dd9 Leszek Koltunski
    if( mBuffer!=null )
223 ce154014 Leszek Koltunski
      {
224 df5f8dd9 Leszek Koltunski
      for (int j = 0; j < EffectQuality.LENGTH; j++)
225
        {
226
        mBuffer[j] = null;
227
        }
228
229
      mBuffer = null;
230 ce154014 Leszek Koltunski
      }
231
    }
232 a4b182d4 Leszek Koltunski
233 ce154014 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
234 ae2802b1 Leszek Koltunski
// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
235 2aef1f4d Leszek Koltunski
// set of them) so before we use them for output, we need to adjust the Viewport as if they were
236 ae2802b1 Leszek Koltunski
// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
237
// adjust the texture coords - see the get{Width|Height}Correction functions.
238 a4b182d4 Leszek Koltunski
239 56c6ca24 Leszek Koltunski
  private static void clonePostprocessingViewport(DistortedOutputSurface from)
240 ce154014 Leszek Koltunski
    {
241 baa3989b Leszek Koltunski
    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
242 a4b182d4 Leszek Koltunski
      {
243 ce154014 Leszek Koltunski
      DistortedOutputSurface surface;
244
245
      for(int i=0; i<EffectQuality.LENGTH; i++)
246
        {
247 baa3989b Leszek Koltunski
        surface = mBuffer[i];
248 ce154014 Leszek Koltunski
249 baa3989b Leszek Koltunski
        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
250
        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
251 ce154014 Leszek Koltunski
252 baa3989b Leszek Koltunski
        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
253 ce154014 Leszek Koltunski
254 baa3989b Leszek Koltunski
        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
255 b0f04e72 Leszek Koltunski
256 baa3989b Leszek Koltunski
        surface.createProjection();
257 ce154014 Leszek Koltunski
258 baa3989b Leszek Koltunski
        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
259
        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
260 a4b182d4 Leszek Koltunski
261 baa3989b Leszek Koltunski
        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
262
          {
263
          surface.mRealWidth = maxw;
264
          surface.mRealHeight = maxh;
265 ce154014 Leszek Koltunski
266 baa3989b Leszek Koltunski
          surface.recreate();
267
          surface.create();
268 ce154014 Leszek Koltunski
          }
269
        }
270 a4b182d4 Leszek Koltunski
      }
271
    }
272
273 97020807 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
274
275
  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
276
    {
277
    GLES31.glViewport(0, 0, mWidth, mHeight);
278
    setAsOutputFBO(currTime,fbo);
279
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
280
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
281
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
282
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
283
284
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
285
    GLES31.glStencilMask(0x00);
286
287
    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
288
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
289
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
290
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
291
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
292
293
    // clear buffers
294
    GLES31.glStencilMask(0xff);
295
    GLES31.glDepthMask(true);
296
    GLES31.glColorMask(true,true,true,true);
297
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
298
    GLES31.glClearDepthf(1.0f);
299
    GLES31.glClearStencil(0);
300
301
    buffer.setAsOutputFBO(fbo);
302
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+1], 0);
303
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
304
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo  ], 0);
305
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
306
307
    return 1;
308
    }
309
310 66a0fa17 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
311
312
  private static void oitClear(DistortedOutputSurface buffer)
313
    {
314
    DistortedEffects.zeroOutAtomic();
315
    DistortedEffects.oitClear(buffer);
316
    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
317
    }
318
319 6b962e80 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
320
321 8ebbc730 Leszek Koltunski
  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
322 6b962e80 Leszek Koltunski
    {
323 e6519ac8 Leszek Koltunski
    GLES31.glViewport(0, 0, mWidth, mHeight);
324 586b5fa1 Leszek Koltunski
    setAsOutputFBO(time,fbo);
325 e6519ac8 Leszek Koltunski
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
326 586b5fa1 Leszek Koltunski
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
327 e6519ac8 Leszek Koltunski
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
328 586b5fa1 Leszek Koltunski
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
329 6b962e80 Leszek Koltunski
330 56c6ca24 Leszek Koltunski
    DistortedRenderState.colorDepthStencilOn();
331
    DistortedRenderState.enableDepthTest();
332 6b962e80 Leszek Koltunski
333 56c6ca24 Leszek Koltunski
    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
334 e6519ac8 Leszek Koltunski
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
335
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
336
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
337
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
338 6b962e80 Leszek Koltunski
339 56c6ca24 Leszek Koltunski
    DistortedRenderState.colorDepthStencilRestore();
340
    DistortedRenderState.restoreDepthTest();
341
342 8777ce17 Leszek Koltunski
    return 1;
343
    }
344
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346 baa3989b Leszek Koltunski
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
347 8777ce17 Leszek Koltunski
348 1f19fba8 Leszek Koltunski
  private int oitRender(long currTime, int fbo)
349 8777ce17 Leszek Koltunski
    {
350 c207da02 Leszek Koltunski
    float corrW = getWidthCorrection();
351
    float corrH = getHeightCorrection();
352 c8d70463 Leszek Koltunski
353 5fdae11d Leszek Koltunski
    // Do the Collapse Pass only if we do have a Depth attachment.
354
    // Otherwise there's no point (in fact we then would create a feedback loop!)
355 88c7b603 Leszek Koltunski
356 1f19fba8 Leszek Koltunski
    if( mDepthStencilH[fbo] != 0 )
357 5fdae11d Leszek Koltunski
      {
358
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
359
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
360 1f19fba8 Leszek Koltunski
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
361 5fdae11d Leszek Koltunski
      DistortedRenderState.switchOffColorDepthStencil();
362
      DistortedEffects.oitCollapse(this, corrW, corrH);
363
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
364
      }
365 8777ce17 Leszek Koltunski
366 1f19fba8 Leszek Koltunski
    setAsOutputFBO(currTime,fbo);
367 33f59f22 Leszek Koltunski
    DistortedRenderState.switchColorDepthOnStencilOff();
368
    DistortedEffects.oitRender(this, corrW, corrH);
369
    DistortedRenderState.restoreColorDepthStencil();
370
371 8777ce17 Leszek Koltunski
    return 1;
372
    }
373
374 88c7b603 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
375
376
  void clear()
377
    {
378
    DistortedRenderState.colorDepthStencilOn();
379
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
380
    GLES31.glClearDepthf(mClearDepth);
381
    GLES31.glClearStencil(mClearStencil);
382
    GLES31.glClear(mClear);
383
    DistortedRenderState.colorDepthStencilRestore();
384
    }
385
386 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
387 e02264ff leszek
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
388
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
389 56c6ca24 Leszek Koltunski
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
390 39086ebb leszek
391 406e2f6b Leszek Koltunski
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
392 b2939df4 Leszek Koltunski
    {
393 7266d8ef Leszek Koltunski
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
394 3f44e745 Leszek Koltunski
    DistortedNode child1, child2;
395 70b6a155 Leszek Koltunski
    EffectQueuePostprocess lastQueue=null, currQueue;
396 33f59f22 Leszek Koltunski
    long lastBucket=0, currBucket;
397 56c6ca24 Leszek Koltunski
398 8e28b6ff leszek
    for(int i=0; i<numChildren; i++)
399 39086ebb leszek
      {
400 3f44e745 Leszek Koltunski
      child1 = children.get(i);
401 70b6a155 Leszek Koltunski
      currQueue = child1.getPostprocessQueue();
402
      currBucket= currQueue.getID();
403 b9798977 leszek
404 56c6ca24 Leszek Koltunski
      if( currBucket==0 )
405
        {
406 586b5fa1 Leszek Koltunski
        setAsOutputFBO(time,fbo);
407 8ebbc730 Leszek Koltunski
        numRenders += child1.draw(time,this);
408 56c6ca24 Leszek Koltunski
        }
409 60c1c622 leszek
      else
410
        {
411 df5f8dd9 Leszek Koltunski
        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
412 c9a24bfb Leszek Koltunski
413 915b7b2b leszek
        if( lastBucket!=currBucket )
414 c9a24bfb Leszek Koltunski
          {
415 375b3950 Leszek Koltunski
          if( lastBucket==0 )
416
            {
417 56c6ca24 Leszek Koltunski
            clonePostprocessingViewport(this);
418 406e2f6b Leszek Koltunski
419
            if( oit )
420
              {
421
              oitClear(this);
422
              }
423 375b3950 Leszek Koltunski
            }
424
          else
425 c9a24bfb Leszek Koltunski
            {
426
            for(int j=bucketChange; j<i; j++)
427
              {
428 3f44e745 Leszek Koltunski
              child2 = children.get(j);
429 586b5fa1 Leszek Koltunski
              mBuffer[internalQuality].setAsOutputFBO(fbo);
430 baa3989b Leszek Koltunski
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
431 c9a24bfb Leszek Koltunski
              }
432
433 586b5fa1 Leszek Koltunski
            numRenders += lastQueue.postprocess(mBuffer,fbo);
434 406e2f6b Leszek Koltunski
435
            if( oit )
436
              {
437
              numRenders += oitBuild(time, mBuffer[quality], fbo);
438
              GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
439
              }
440
            else
441
              {
442
              numRenders += blitWithDepth(time, mBuffer[quality],fbo);
443
              }
444 61ce8e90 Leszek Koltunski
            mBuffer[quality].clearBuffer(fbo);
445 c9a24bfb Leszek Koltunski
            }
446 660cd468 leszek
447 70b6a155 Leszek Koltunski
          internalQuality = currQueue.getInternalQuality();
448
          quality         = currQueue.getQuality();
449
          bucketChange    = i;
450 c9a24bfb Leszek Koltunski
          }
451
452 586b5fa1 Leszek Koltunski
        mBuffer[quality].setAsOutputFBO(time,fbo);
453 baa3989b Leszek Koltunski
        child1.drawNoBlend(time,mBuffer[quality]);
454 c9a24bfb Leszek Koltunski
455 8e28b6ff leszek
        if( i==numChildren-1 )
456 cf7394cc leszek
          {
457 8e28b6ff leszek
          for(int j=bucketChange; j<numChildren; j++)
458 c9a24bfb Leszek Koltunski
            {
459 3f44e745 Leszek Koltunski
            child2 = children.get(j);
460 586b5fa1 Leszek Koltunski
            mBuffer[internalQuality].setAsOutputFBO(fbo);
461 baa3989b Leszek Koltunski
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
462 c9a24bfb Leszek Koltunski
            }
463
464 586b5fa1 Leszek Koltunski
          numRenders += currQueue.postprocess(mBuffer,fbo);
465 406e2f6b Leszek Koltunski
466
          if( oit )
467
            {
468
            numRenders += oitBuild(time, mBuffer[quality], fbo);
469
            GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT | GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
470
            numRenders += oitRender(time, fbo);  // merge the OIT linked list
471
            mBuffer[quality].clearBuffer(fbo);
472
            }
473
          else
474
            {
475
            numRenders += blitWithDepth(time, mBuffer[quality],fbo);
476
            }
477 cf7394cc leszek
          }
478 56c6ca24 Leszek Koltunski
        } // end else (postprocessed child)
479 b9798977 leszek
480 70b6a155 Leszek Koltunski
      lastQueue = currQueue;
481
      lastBucket= currBucket;
482 56c6ca24 Leszek Koltunski
      } // end main for loop
483
484 39086ebb leszek
    return numRenders;
485
    }
486
487 be60d4ff leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
488
489 26a4e5f6 leszek
  ArrayList<DistortedNode> getChildren()
490 be60d4ff leszek
    {
491 26a4e5f6 leszek
    return mChildren;
492 be60d4ff leszek
    }
493
494 ae2802b1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
495
/**
496
 * Not part of the Public API.
497
 *
498
 * @y.exclude
499
 */
500
  public float getWidthCorrection()
501
    {
502
    return (float)mWidth/mRealWidth;
503
    }
504
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506
/**
507
 * Not part of the Public API.
508
 *
509
 * @y.exclude
510
 */
511
  public float getHeightCorrection()
512
    {
513
    return (float)mHeight/mRealHeight;
514
    }
515
516 61ce8e90 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
517
518
  private void clearBuffer(int fbo)
519
    {
520 a07e0204 Leszek Koltunski
    DistortedRenderState.colorDepthStencilOn();
521
522
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
523
    GLES31.glClearDepthf(mClearDepth);
524
    GLES31.glClearStencil(mClearStencil);
525 61ce8e90 Leszek Koltunski
526
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
527
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo+1], 0);
528
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
529
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*fbo  ], 0);
530
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
531 a07e0204 Leszek Koltunski
532
    DistortedRenderState.colorDepthStencilRestore();
533 61ce8e90 Leszek Koltunski
    }
534
535 8ebbc730 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
536
537 b3d1b670 Leszek Koltunski
  private void setAsOutputFBO(long time, int fbo)
538 8ebbc730 Leszek Koltunski
    {
539
    if( fbo>=0 && fbo<mNumFBOs )
540
      {
541
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
542
543
      if (mTime[fbo] != time)
544
        {
545
        mTime[fbo] = time;
546
        clear();
547
        }
548
      }
549
    else
550
      {
551 586b5fa1 Leszek Koltunski
      android.util.Log.e("surface", "error in setAsOutput1, fbo="+fbo);
552
      }
553
    }
554
555
///////////////////////////////////////////////////////////////////////////////////////////////////
556
/**
557
 * Not part of the Public API.
558
 *
559
 * @y.exclude
560
 */
561
  public void setAsOutputFBO(int fbo)
562
    {
563
    if( fbo>=0 && fbo<mNumFBOs )
564
      {
565
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[fbo]);
566
      }
567
    else
568
      {
569
      android.util.Log.e("surface", "error in setAsOutput2, fbo="+fbo);
570 8ebbc730 Leszek Koltunski
      }
571
    }
572
573 b2939df4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
574
// PUBLIC API
575 39086ebb leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
576 c5369f1b leszek
/**
577 8ebbc730 Leszek Koltunski
 * Draws all the attached children to this OutputSurface's 0th FBO.
578 af4cc5db Leszek Koltunski
 * <p>
579
 * Must be called from a thread holding OpenGL Context.
580
 *
581 d9706fd2 Leszek Koltunski
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
582 7691a39f leszek
 * @return Number of objects rendered.
583 c5369f1b leszek
 */
584 b2939df4 Leszek Koltunski
  public int render(long time)
585 8ebbc730 Leszek Koltunski
    {
586
    return render(time,0);
587
    }
588
589
///////////////////////////////////////////////////////////////////////////////////////////////////
590
/**
591
 * Draws all the attached children to this OutputSurface.
592
 * <p>
593
 * Must be called from a thread holding OpenGL Context.
594
 *
595
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
596
 * @param fbo The surface can have many FBOs backing it up - render this to FBO number 'fbo'.
597
 * @return Number of objects rendered.
598
 */
599
  public int render(long time, int fbo)
600 af4cc5db Leszek Koltunski
    {
601 c204c69d leszek
    // change tree topology (attach and detach children)
602 889cce10 Leszek Koltunski
/*
603 42571056 Leszek Koltunski
    boolean changed1 =
604 889cce10 Leszek Koltunski
*/
605 efe3d8fe leszek
    DistortedMaster.toDo();
606 eadf0859 leszek
/*
607 42571056 Leszek Koltunski
    if( changed1 )
608 c204c69d leszek
      {
609
      for(int i=0; i<mNumChildren; i++)
610
        {
611 af27df87 leszek
        mChildren.get(i).debug(0);
612 c204c69d leszek
        }
613 af27df87 leszek
614 7691a39f leszek
      DistortedNode.debugMap();
615 c204c69d leszek
      }
616 eadf0859 leszek
*/
617 09ab7524 Leszek Koltunski
    // create and delete all underlying OpenGL resources
618
    // Watch out: FIRST change topology, only then deal
619
    // with OpenGL resources. That's because changing Tree
620
    // can result in additional Framebuffers that would need
621
    // to be created immediately, before the calls to drawRecursive()
622 42571056 Leszek Koltunski
/*
623
    boolean changed2 =
624
*/
625 f8377ef8 leszek
    toDo();
626 eadf0859 leszek
/*
627 42571056 Leszek Koltunski
    if( changed2 )
628 af27df87 leszek
      {
629 226144d0 leszek
      DistortedObject.debugLists();
630 42571056 Leszek Koltunski
      }
631 eadf0859 leszek
*/
632 c834348d leszek
    // mark OpenGL state as unknown
633
    DistortedRenderState.reset();
634 2ed1c692 leszek
635 b2939df4 Leszek Koltunski
    int numRenders=0;
636 7691a39f leszek
637 d9706fd2 Leszek Koltunski
    for(int i=0; i<mNumChildren; i++)
638 af4cc5db Leszek Koltunski
      {
639 b2939df4 Leszek Koltunski
      numRenders += mChildren.get(i).renderRecursive(time);
640 af4cc5db Leszek Koltunski
      }
641 7691a39f leszek
642 406e2f6b Leszek Koltunski
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
643 b2939df4 Leszek Koltunski
644 7691a39f leszek
    return numRenders;
645 af4cc5db Leszek Koltunski
    }
646
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648 c5369f1b leszek
/**
649
 * Bind this Surface as a Framebuffer we can render to.
650 02ab6f9d leszek
 *
651
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
652
 *             out if this is the first time during present frame that this FBO is being set as output.
653
 *             If so, the library, in addition to binding the Surface for output, also clears the
654
 *             Surface's color and depth attachments.
655 c5369f1b leszek
 */
656 95c441a2 leszek
  public void setAsOutput(long time)
657 a436ccc5 leszek
    {
658 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
659 95c441a2 leszek
660 8ebbc730 Leszek Koltunski
    if( mTime[0]!=time )
661 95c441a2 leszek
      {
662 8ebbc730 Leszek Koltunski
      mTime[0] = time;
663 88c7b603 Leszek Koltunski
      clear();
664 95c441a2 leszek
      }
665 a436ccc5 leszek
    }
666 af4cc5db Leszek Koltunski
667 1dfc9074 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
668
/**
669
 * Bind this Surface as a Framebuffer we can render to.
670
 * <p>
671
 * This version does not attempt to clear anything.
672
 */
673
  public void setAsOutput()
674
    {
675 e6519ac8 Leszek Koltunski
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
676 1dfc9074 leszek
    }
677
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Return the Near plane of the Projection included in the Surface.
681
 *
682
 * @return the Near plane.
683
 */
684
  public float getNear()
685
    {
686
    return mNear;
687
    }
688
689 638b5b5c leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
690
/**
691
 * Set mipmap level.
692
 * <p>
693
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
694
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
695
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
696
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
697
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
698
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
699 8426bd6a Leszek Koltunski
 * <p>
700
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
701
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
702
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
703
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
704 638b5b5c leszek
 *
705
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
706
 *               does not make any sense (that would result in loss of speed and no gain in quality)
707
 */
708
  public void setMipmap(float mipmap)
709
    {
710
    mMipmap = mipmap;
711
    }
712
713 a9f41fa3 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
714
/**
715 e6519ac8 Leszek Koltunski
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
716 ad16ed3b Leszek Koltunski
 * this Surface at the beginning of each frame.
717 a9f41fa3 leszek
 *
718
 * @param r the Red component. Default: 0.0f
719
 * @param g the Green component. Default: 0.0f
720
 * @param b the Blue component. Default: 0.0f
721
 * @param a the Alpha component. Default: 0.0f
722
 */
723
  public void glClearColor(float r, float g, float b, float a)
724
    {
725
    mClearR = r;
726
    mClearG = g;
727
    mClearB = b;
728
    mClearA = a;
729
    }
730
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733 23eecbd9 Leszek Koltunski
 * Uses glClearDepthf() to set up a value with which to clear
734
 * the Depth buffer of our Surface at the beginning of each frame.
735 a9f41fa3 leszek
 *
736
 * @param d the Depth. Default: 1.0f
737
 */
738
  public void glClearDepthf(float d)
739
    {
740
    mClearDepth = d;
741
    }
742
743 23eecbd9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
744
/**
745
 * Uses glClearStencil() to set up a value with which to clear the
746
 * Stencil buffer of our Surface at the beginning of each frame.
747
 *
748
 * @param s the Stencil. Default: 0
749
 */
750
  public void glClearStencil(int s)
751
    {
752
    mClearStencil = s;
753
    }
754
755 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
756
/**
757
 * Which buffers to Clear at the beginning of each frame?
758
 * <p>
759
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
760
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
761
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
762
 *
763
 * @param mask bitwise OR of BUFFER_BITs to clear.
764
 */
765
  public void glClear(int mask)
766
    {
767
    mClear = mask;
768
    }
769
770 af4cc5db Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
771
/**
772
 * Create new Projection matrix.
773
 *
774
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
775 54fe333a leszek
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
776
 * @param near Distance between the screen plane and the near plane.
777 61441ce2 Leszek Koltunski
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
778
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
779 af4cc5db Leszek Koltunski
 */
780 54fe333a leszek
  public void setProjection(float fov, float near)
781 af4cc5db Leszek Koltunski
    {
782 8069e806 Leszek Koltunski
    if( fov < 180.0f && fov >=0.0f )
783
      {
784
      mFOV = fov;
785
      }
786
787
    if( near<   1.0f && near> 0.0f )
788
      {
789
      mNear= near;
790
      }
791
    else if( near<=0.0f )
792
      {
793
      mNear = 0.01f;
794
      }
795
    else if( near>=1.0f )
796
      {
797
      mNear=0.99f;
798
      }
799 af4cc5db Leszek Koltunski
800 61ce8e90 Leszek Koltunski
    if( mBuffer!=null )
801
      {
802
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
803
      }
804
805 af4cc5db Leszek Koltunski
    createProjection();
806
    }
807
808
///////////////////////////////////////////////////////////////////////////////////////////////////
809 c5369f1b leszek
/**
810 af4cc5db Leszek Koltunski
 * Resize the underlying Framebuffer.
811 c7da4e65 leszek
 * <p>
812
 * This method can be safely called mid-render as it doesn't interfere with rendering.
813 af4cc5db Leszek Koltunski
 *
814
 * @param width The new width.
815
 * @param height The new height.
816 c5369f1b leszek
 */
817 af4cc5db Leszek Koltunski
  public void resize(int width, int height)
818
    {
819
    if( mWidth!=width || mHeight!=height )
820
      {
821 a4b182d4 Leszek Koltunski
      mWidth = mRealWidth = width;
822
      mHeight= mRealHeight= height;
823 f8377ef8 leszek
824
      createProjection();
825
826 c7da4e65 leszek
      if( mColorCreated==CREATED )
827 f8377ef8 leszek
        {
828 f28fffc2 Leszek Koltunski
        markForCreation();
829 f8377ef8 leszek
        recreate();
830
        }
831 af4cc5db Leszek Koltunski
      }
832
    }
833 a09ada4c Leszek Koltunski
834 a436ccc5 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836 89de975c leszek
 * Return true if the Surface contains a DEPTH attachment.
837 a436ccc5 leszek
 *
838 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
839 a436ccc5 leszek
 */
840 89de975c leszek
  public boolean hasDepth()
841 a436ccc5 leszek
    {
842 89de975c leszek
    return mDepthStencilCreated==CREATED;
843 a436ccc5 leszek
    }
844
845
///////////////////////////////////////////////////////////////////////////////////////////////////
846
/**
847 89de975c leszek
 * Return true if the Surface contains a STENCIL attachment.
848 a436ccc5 leszek
 *
849 89de975c leszek
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
850 a436ccc5 leszek
 */
851 89de975c leszek
  public boolean hasStencil()
852 a436ccc5 leszek
    {
853 89de975c leszek
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
854 a436ccc5 leszek
    }
855
856 406e2f6b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
857
/**
858
 * When rendering this Node, should we use the Order Independent Transparency render more?
859
 * <p>
860
 * There are two modes of rendering: the fast 'normal' way, which however renders transparent
861
 * fragments in different ways depending on which fragments get rendered first, or the slower
862
 * 'oit' way, which renders transparent fragments correctly regardless of their order.
863
 *
864
 * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
865
 */
866
  public void setOrderIndependentTransparency(boolean oit)
867
    {
868
    mRenderWayOIT = oit;
869
    }
870
871 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
872
/**
873
 * Adds a new child to the last position in the list of our Surface's children.
874 c204c69d leszek
 * <p>
875
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
876 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
877 a09ada4c Leszek Koltunski
 *
878
 * @param node The new Node to add.
879
 */
880 c204c69d leszek
  public void attach(DistortedNode node)
881 a09ada4c Leszek Koltunski
    {
882 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
883 efe3d8fe leszek
    DistortedMaster.newSlave(this);
884 a09ada4c Leszek Koltunski
    }
885
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887
/**
888
 * Adds a new child to the last position in the list of our Surface's children.
889 c204c69d leszek
 * <p>
890
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
891 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
892 a09ada4c Leszek Koltunski
 *
893
 * @param surface InputSurface to initialize our child Node with.
894
 * @param effects DistortedEffects to initialize our child Node with.
895
 * @param mesh MeshObject to initialize our child Node with.
896
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
897
 */
898 c204c69d leszek
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
899 a09ada4c Leszek Koltunski
    {
900
    DistortedNode node = new DistortedNode(surface,effects,mesh);
901 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(ATTACH,node));
902 efe3d8fe leszek
    DistortedMaster.newSlave(this);
903 c204c69d leszek
    return node;
904
    }
905
906 af27df87 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
907
/**
908
 * Removes the first occurrence of a specified child from the list of children of our Surface.
909
 * <p>
910
 * A bit questionable method as there can be many different Nodes attached as children, some
911
 * of them having the same Effects but - for instance - different Mesh. Use with care.
912
 * <p>
913
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
914 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
915 af27df87 leszek
 *
916
 * @param effects DistortedEffects to remove.
917
 */
918
  public void detach(DistortedEffects effects)
919
    {
920
    long id = effects.getID();
921
    DistortedNode node;
922 8baa1fe6 Leszek Koltunski
    boolean detached = false;
923 af27df87 leszek
924
    for(int i=0; i<mNumChildren; i++)
925
      {
926
      node = mChildren.get(i);
927
928
      if( node.getEffects().getID()==id )
929
        {
930 8baa1fe6 Leszek Koltunski
        detached = true;
931 ffbe7ecf Leszek Koltunski
        mJobs.add(new Job(DETACH,node));
932 efe3d8fe leszek
        DistortedMaster.newSlave(this);
933 af27df87 leszek
        break;
934
        }
935
      }
936 8baa1fe6 Leszek Koltunski
937
    if( !detached )
938
      {
939
      // if we failed to detach any, it still might be the case that
940 efe3d8fe leszek
      // there's an ATTACH job that we need to cancel.
941
      int num = mJobs.size();
942
      Job job;
943
944
      for(int i=0; i<num; i++)
945
        {
946
        job = mJobs.get(i);
947
948
        if( job.type==ATTACH && job.node.getEffects()==effects )
949
          {
950
          mJobs.remove(i);
951
          break;
952
          }
953
        }
954 8baa1fe6 Leszek Koltunski
      }
955 af27df87 leszek
    }
956
957 a09ada4c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
958
/**
959
 * Removes the first occurrence of a specified child from the list of children of our Surface.
960 c204c69d leszek
 * <p>
961
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
962 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
963 c204c69d leszek
 *
964
 * @param node The Node to remove.
965
 */
966
  public void detach(DistortedNode node)
967
    {
968 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETACH,node));
969 efe3d8fe leszek
    DistortedMaster.newSlave(this);
970 a09ada4c Leszek Koltunski
    }
971
972
///////////////////////////////////////////////////////////////////////////////////////////////////
973
/**
974
 * Removes all children Nodes.
975 c204c69d leszek
 * <p>
976
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
977 efe3d8fe leszek
 * DistortedMaster (by calling doWork())
978 c204c69d leszek
 */
979
  public void detachAll()
980
    {
981 ffbe7ecf Leszek Koltunski
    mJobs.add(new Job(DETALL,null));
982 efe3d8fe leszek
    DistortedMaster.newSlave(this);
983 c204c69d leszek
    }
984
985
///////////////////////////////////////////////////////////////////////////////////////////////////
986
/**
987
 * This is not really part of the public API. Has to be public only because it is a part of the
988 efe3d8fe leszek
 * DistortedSlave interface, which should really be a class that we extend here instead but
989 c204c69d leszek
 * Java has no multiple inheritance.
990 43fbf0dd leszek
 *
991
 * @y.exclude
992 a09ada4c Leszek Koltunski
 */
993 efe3d8fe leszek
  public void doWork()
994 a09ada4c Leszek Koltunski
    {
995 efe3d8fe leszek
    int num = mJobs.size();
996
    Job job;
997
998
    for(int i=0; i<num; i++)
999
      {
1000
      job = mJobs.remove(0);
1001
1002
      switch(job.type)
1003
        {
1004 be60d4ff leszek
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1005
                     job.node.setSurfaceParent(this);
1006 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1007 efe3d8fe leszek
                     mNumChildren++;
1008
                     break;
1009 be60d4ff leszek
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1010 efe3d8fe leszek
                       {
1011 be60d4ff leszek
                       job.node.setSurfaceParent(null);
1012 efe3d8fe leszek
                       mNumChildren--;
1013
                       }
1014
                     break;
1015 be60d4ff leszek
        case DETALL: if( mNumChildren>0 )
1016 efe3d8fe leszek
                       {
1017 be60d4ff leszek
                       DistortedNode tmp;
1018
1019
                       for(int j=mNumChildren-1; j>=0; j--)
1020
                         {
1021
                         tmp = mChildren.remove(j);
1022
                         tmp.setSurfaceParent(null);
1023
                         }
1024
1025 efe3d8fe leszek
                       mNumChildren = 0;
1026
                       }
1027
                     break;
1028 ffbe7ecf Leszek Koltunski
        case SORT  : mChildren.remove(job.node);
1029 85bfeb7a Leszek Koltunski
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1030 efe3d8fe leszek
                     break;
1031
        }
1032
      }
1033 a09ada4c Leszek Koltunski
    }
1034 af4cc5db Leszek Koltunski
}