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

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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.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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/**
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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 boolean mRenderWayOIT;
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer=null;
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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;
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  int[] mFBOH;
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  private long[] mTime;
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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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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numfbos,numcolors,type);
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    mRenderWayOIT = false;
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    mDepthStencilH = new int[numfbos];
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    mFBOH          = new int[numfbos];
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    mTime = new long[numfbos];
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    for(int i=0; i<mNumFBOs;i++) mTime[i]=0;
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  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 static void createPostprocessingBuffers(int width, int height, float near)
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    {
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    mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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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(Distorted.FBO_QUEUE_SIZE,2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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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(1.0f, 1.0f, 1.0f, 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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      for(int k=0; k<Distorted.FBO_QUEUE_SIZE; k++)
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        {
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        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mBuffer[j].mFBOH[k]);
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        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[2*k+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[2*k  ], 0);
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        GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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        }
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      }
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    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    if( mBuffer!=null )
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      {
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      for (int j = 0; j < EffectQuality.LENGTH; j++)
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        {
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        mBuffer[j] = null;
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        }
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      mBuffer = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Viewport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void clonePostprocessingViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth || mBuffer[0].mHeight != from.mHeight )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer,int fbo)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(currTime,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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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.setAsOutputFBO(fbo);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo+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[2*fbo  ], 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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312
  private static void oitClear(DistortedOutputSurface buffer)
313
    {
314
    DistortedEffects.zeroOutAtomic();
315
    DistortedEffects.oitClear(buffer);
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    GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int oitBuild(long time, DistortedOutputSurface buffer, int fbo)
322
    {
323
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutputFBO(time,fbo);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[2*fbo]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[fbo]);
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    DistortedRenderState.colorDepthStencilOn();
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    DistortedRenderState.enableDepthTest();
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    DistortedEffects.oitBuild(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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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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    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
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342
    return 1;
343
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
346
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
347

    
348
  private int oitRender(long currTime, int fbo)
349
    {
350
    float corrW = getWidthCorrection();
351
    float corrH = getHeightCorrection();
352

    
353
    // 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

    
356
    if( mDepthStencilH[fbo] != 0 )
357
      {
358
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
359
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
360
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[fbo]);
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      DistortedRenderState.switchOffColorDepthStencil();
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      DistortedEffects.oitCollapse(this, corrW, corrH);
363
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
364
      }
365

    
366
    setAsOutputFBO(currTime,fbo);
367
    DistortedRenderState.switchColorDepthOnStencilOff();
368
    DistortedEffects.oitRender(this, corrW, corrH);
369
    DistortedRenderState.restoreColorDepthStencil();
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371
    return 1;
372
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
387
// 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
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
390

    
391
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children, int fbo, boolean oit)
392
    {
393
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
394
    DistortedNode child1, child2;
395
    EffectQueuePostprocess lastQueue=null, currQueue;
396
    long lastBucket=0, currBucket;
397

    
398
    for(int i=0; i<numChildren; i++)
399
      {
400
      child1 = children.get(i);
401
      currQueue = child1.getPostprocessQueue();
402
      currBucket= currQueue.getID();
403

    
404
      if( currBucket==0 )
405
        {
406
        setAsOutputFBO(time,fbo);
407
        numRenders += child1.draw(time,this);
408
        }
409
      else
410
        {
411
        if( mBuffer==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
412

    
413
        if( lastBucket!=currBucket )
414
          {
415
          if( lastBucket==0 )
416
            {
417
            clonePostprocessingViewport(this);
418

    
419
            if( oit )
420
              {
421
              oitClear(this);
422
              }
423
            }
424
          else
425
            {
426
            for(int j=bucketChange; j<i; j++)
427
              {
428
              child2 = children.get(j);
429
              mBuffer[internalQuality].setAsOutputFBO(fbo);
430
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
431
              }
432

    
433
            numRenders += lastQueue.postprocess(mBuffer,fbo);
434

    
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
            mBuffer[quality].clearBuffer(fbo);
445
            }
446

    
447
          internalQuality = currQueue.getInternalQuality();
448
          quality         = currQueue.getQuality();
449
          bucketChange    = i;
450
          }
451

    
452
        mBuffer[quality].setAsOutputFBO(time,fbo);
453
        child1.drawNoBlend(time,mBuffer[quality]);
454

    
455
        if( i==numChildren-1 )
456
          {
457
          for(int j=bucketChange; j<numChildren; j++)
458
            {
459
            child2 = children.get(j);
460
            mBuffer[internalQuality].setAsOutputFBO(fbo);
461
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
462
            }
463

    
464
          numRenders += currQueue.postprocess(mBuffer,fbo);
465

    
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
          }
478
        } // end else (postprocessed child)
479

    
480
      lastQueue = currQueue;
481
      lastBucket= currBucket;
482
      } // end main for loop
483

    
484
    return numRenders;
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488

    
489
  ArrayList<DistortedNode> getChildren()
490
    {
491
    return mChildren;
492
    }
493

    
494
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
517

    
518
  private void clearBuffer(int fbo)
519
    {
520
    DistortedRenderState.colorDepthStencilOn();
521

    
522
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
523
    GLES31.glClearDepthf(mClearDepth);
524
    GLES31.glClearStencil(mClearStencil);
525

    
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

    
532
    DistortedRenderState.colorDepthStencilRestore();
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536

    
537
  private void setAsOutputFBO(long time, int fbo)
538
    {
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
      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
      }
571
    }
572

    
573
///////////////////////////////////////////////////////////////////////////////////////////////////
574
// PUBLIC API
575
///////////////////////////////////////////////////////////////////////////////////////////////////
576
/**
577
 * Draws all the attached children to this OutputSurface's 0th FBO.
578
 * <p>
579
 * Must be called from a thread holding OpenGL Context.
580
 *
581
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
582
 * @return Number of objects rendered.
583
 */
584
  public int render(long time)
585
    {
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
    {
601
    // change tree topology (attach and detach children)
602
/*
603
    boolean changed1 =
604
*/
605
    DistortedMaster.toDo();
606
/*
607
    if( changed1 )
608
      {
609
      for(int i=0; i<mNumChildren; i++)
610
        {
611
        mChildren.get(i).debug(0);
612
        }
613

    
614
      DistortedNode.debugMap();
615
      }
616
*/
617
    // 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
/*
623
    boolean changed2 =
624
*/
625
    toDo();
626
/*
627
    if( changed2 )
628
      {
629
      DistortedObject.debugLists();
630
      }
631
*/
632
    // mark OpenGL state as unknown
633
    DistortedRenderState.reset();
634

    
635
    int numRenders=0;
636

    
637
    for(int i=0; i<mNumChildren; i++)
638
      {
639
      numRenders += mChildren.get(i).renderRecursive(time);
640
      }
641

    
642
    numRenders += renderChildren(time,mNumChildren,mChildren,fbo, mRenderWayOIT);
643

    
644
    return numRenders;
645
    }
646

    
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
/**
649
 * Bind this Surface as a Framebuffer we can render to.
650
 *
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
 */
656
  public void setAsOutput(long time)
657
    {
658
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
659

    
660
    if( mTime[0]!=time )
661
      {
662
      mTime[0] = time;
663
      clear();
664
      }
665
    }
666

    
667
///////////////////////////////////////////////////////////////////////////////////////////////////
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
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
676
    }
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * <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
 *
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
///////////////////////////////////////////////////////////////////////////////////////////////////
714
/**
715
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
716
 * this Surface at the beginning of each frame.
717
 *
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
 * 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
 *
736
 * @param d the Depth. Default: 1.0f
737
 */
738
  public void glClearDepthf(float d)
739
    {
740
    mClearDepth = d;
741
    }
742

    
743
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
771
/**
772
 * Create new Projection matrix.
773
 *
774
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
775
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
776
 * @param near Distance between the screen plane and the near plane.
777
 *             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
 */
780
  public void setProjection(float fov, float near)
781
    {
782
    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

    
800
    if( mBuffer!=null )
801
      {
802
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
803
      }
804

    
805
    createProjection();
806
    }
807

    
808
///////////////////////////////////////////////////////////////////////////////////////////////////
809
/**
810
 * Resize the underlying Framebuffer.
811
 * <p>
812
 * This method can be safely called mid-render as it doesn't interfere with rendering.
813
 *
814
 * @param width The new width.
815
 * @param height The new height.
816
 */
817
  public void resize(int width, int height)
818
    {
819
    if( mWidth!=width || mHeight!=height )
820
      {
821
      mWidth = mRealWidth = width;
822
      mHeight= mRealHeight= height;
823

    
824
      createProjection();
825

    
826
      if( mColorCreated==CREATED )
827
        {
828
        markForCreation();
829
        recreate();
830
        }
831
      }
832
    }
833

    
834
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836
 * Return true if the Surface contains a DEPTH attachment.
837
 *
838
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
839
 */
840
  public boolean hasDepth()
841
    {
842
    return mDepthStencilCreated==CREATED;
843
    }
844

    
845
///////////////////////////////////////////////////////////////////////////////////////////////////
846
/**
847
 * Return true if the Surface contains a STENCIL attachment.
848
 *
849
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
850
 */
851
  public boolean hasStencil()
852
    {
853
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
854
    }
855

    
856
///////////////////////////////////////////////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////////////////////////////////////////////
872
/**
873
 * Adds a new child to the last position in the list of our Surface's children.
874
 * <p>
875
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
876
 * DistortedMaster (by calling doWork())
877
 *
878
 * @param node The new Node to add.
879
 */
880
  public void attach(DistortedNode node)
881
    {
882
    mJobs.add(new Job(ATTACH,node));
883
    DistortedMaster.newSlave(this);
884
    }
885

    
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887
/**
888
 * Adds a new child to the last position in the list of our Surface's children.
889
 * <p>
890
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
891
 * DistortedMaster (by calling doWork())
892
 *
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
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
899
    {
900
    DistortedNode node = new DistortedNode(surface,effects,mesh);
901
    mJobs.add(new Job(ATTACH,node));
902
    DistortedMaster.newSlave(this);
903
    return node;
904
    }
905

    
906
///////////////////////////////////////////////////////////////////////////////////////////////////
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
 * DistortedMaster (by calling doWork())
915
 *
916
 * @param effects DistortedEffects to remove.
917
 */
918
  public void detach(DistortedEffects effects)
919
    {
920
    long id = effects.getID();
921
    DistortedNode node;
922
    boolean detached = false;
923

    
924
    for(int i=0; i<mNumChildren; i++)
925
      {
926
      node = mChildren.get(i);
927

    
928
      if( node.getEffects().getID()==id )
929
        {
930
        detached = true;
931
        mJobs.add(new Job(DETACH,node));
932
        DistortedMaster.newSlave(this);
933
        break;
934
        }
935
      }
936

    
937
    if( !detached )
938
      {
939
      // if we failed to detach any, it still might be the case that
940
      // 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
      }
955
    }
956

    
957
///////////////////////////////////////////////////////////////////////////////////////////////////
958
/**
959
 * Removes the first occurrence of a specified child from the list of children of our Surface.
960
 * <p>
961
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
962
 * DistortedMaster (by calling doWork())
963
 *
964
 * @param node The Node to remove.
965
 */
966
  public void detach(DistortedNode node)
967
    {
968
    mJobs.add(new Job(DETACH,node));
969
    DistortedMaster.newSlave(this);
970
    }
971

    
972
///////////////////////////////////////////////////////////////////////////////////////////////////
973
/**
974
 * Removes all children Nodes.
975
 * <p>
976
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
977
 * DistortedMaster (by calling doWork())
978
 */
979
  public void detachAll()
980
    {
981
    mJobs.add(new Job(DETALL,null));
982
    DistortedMaster.newSlave(this);
983
    }
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
 * DistortedSlave interface, which should really be a class that we extend here instead but
989
 * Java has no multiple inheritance.
990
 *
991
 * @y.exclude
992
 */
993
  public void doWork()
994
    {
995
    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
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
1005
                     job.node.setSurfaceParent(this);
1006
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1007
                     mNumChildren++;
1008
                     break;
1009
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
1010
                       {
1011
                       job.node.setSurfaceParent(null);
1012
                       mNumChildren--;
1013
                       }
1014
                     break;
1015
        case DETALL: if( mNumChildren>0 )
1016
                       {
1017
                       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
                       mNumChildren = 0;
1026
                       }
1027
                     break;
1028
        case SORT  : mChildren.remove(job.node);
1029
                     DistortedMaster.addSortingByBuckets(mChildren,job.node);
1030
                     break;
1031
        }
1032
      }
1033
    }
1034
}
(8-8/21)