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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ f05b1df0

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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 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 = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  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 numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    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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    mTime = 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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    float mipmap=1.0f;
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    for (int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2, BOTH_DEPTH_STENCIL, TYPE_SYST, (int) (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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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT | GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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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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    }
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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 static void oitClear(DistortedOutputSurface buffer)
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    {
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    DistortedEffects.zeroOutAtomic();
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    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(DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput();
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    //GLES31.glStencilMask(0x00);
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    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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287
    DistortedRenderState.colorDepthStencilRestore();
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    DistortedRenderState.restoreDepthTest();
289

    
290
    return 1;
291
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
294
// two phases: 1. collapse the SSBO 2. blend the ssbo's color
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296
  private int oitRender(long currTime)
297
    {
298
    float corrW = getWidthCorrection();
299
    float corrH = getHeightCorrection();
300

    
301
    GLES31.glViewport(0, 0, mWidth, mHeight);
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303
    // Do the Collapse Pass only if we do have a Depth attachment.
304
    // Otherwise there's no point (in fact we then would create a feedback loop!)
305

    
306
    if( mDepthStencilH[0] != 0 )
307
      {
308
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
309
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
310
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
311
      DistortedRenderState.switchOffColorDepthStencil();
312
      DistortedEffects.oitCollapse(this, corrW, corrH);
313
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
314
      }
315

    
316
    setAsOutput(currTime);
317
    DistortedRenderState.switchColorDepthOnStencilOff();
318
    DistortedEffects.oitRender(this, corrW, corrH);
319
    DistortedRenderState.restoreColorDepthStencil();
320

    
321
    return 1;
322
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
325

    
326
  private static void clearBuffer(DistortedOutputSurface buffer)
327
    {
328
    GLES31.glStencilMask(0xff);
329
    GLES31.glDepthMask(true);
330
    GLES31.glColorMask(true,true,true,true);
331
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
332
    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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335
    buffer.setAsOutput();
336
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[buffer.mNumColors-1], 0);
337
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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339
    for(int i=buffer.mNumColors-2; i>=0; i--)
340
      {
341
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[i], 0);
342
      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
343
      }
344
    }
345

    
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///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  void clear()
349
    {
350
    DistortedRenderState.colorDepthStencilOn();
351
    GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
352
    GLES31.glClearDepthf(mClearDepth);
353
    GLES31.glClearStencil(mClearStencil);
354
    GLES31.glClear(mClear);
355
    DistortedRenderState.colorDepthStencilRestore();
356
    }
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358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
360
// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
361
// to a whole buffer (lastQueue.postprocess) and merge it (this.oitBuild).
362

    
363
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
364
    {
365
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
366
    DistortedNode child1, child2;
367
    EffectQueuePostprocess lastQueue=null, currQueue;
368
    long lastBucket=0, currBucket;
369

    
370
    for(int i=0; i<numChildren; i++)
371
      {
372
      child1 = children.get(i);
373
      currQueue = child1.getPostprocessQueue();
374
      currBucket= currQueue.getID();
375

    
376
      if( currBucket==0 )
377
        {
378
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
379
        numRenders += child1.draw(time, this);
380
        }
381
      else
382
        {
383
        if( mBuffer[0]==null ) createPostprocessingBuffers(mWidth,mHeight,mNear);
384

    
385
        if( lastBucket!=currBucket )
386
          {
387
          if( lastBucket==0 )
388
            {
389
            clonePostprocessingViewport(this);
390
            oitClear(this);
391
            }
392
          else
393
            {
394
            for(int j=bucketChange; j<i; j++)
395
              {
396
              child2 = children.get(j);
397
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
398
              }
399

    
400
            numRenders += lastQueue.postprocess(mBuffer);
401
            numRenders += oitBuild(mBuffer[quality]);
402
            clearBuffer(mBuffer[quality]);
403
            }
404

    
405
          internalQuality = currQueue.getInternalQuality();
406
          quality         = currQueue.getQuality();
407
          bucketChange    = i;
408
          }
409

    
410
        mBuffer[quality].setAsOutput(time);
411
        child1.drawNoBlend(time,mBuffer[quality]);
412

    
413
        if( i==numChildren-1 )
414
          {
415
          for(int j=bucketChange; j<numChildren; j++)
416
            {
417
            child2 = children.get(j);
418
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
419
            }
420

    
421
          numRenders += currQueue.postprocess(mBuffer);
422
          numRenders += oitBuild(mBuffer[quality]);
423
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
424
          numRenders += oitRender(time);  // merge the OIT linked list
425
          clearBuffer(mBuffer[quality]);
426
          }
427
        } // end else (postprocessed child)
428

    
429
      lastQueue = currQueue;
430
      lastBucket= currBucket;
431
      } // end main for loop
432

    
433
    return numRenders;
434
    }
435

    
436
///////////////////////////////////////////////////////////////////////////////////////////////////
437

    
438
  ArrayList<DistortedNode> getChildren()
439
    {
440
    return mChildren;
441
    }
442

    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444
/**
445
 * Not part of the Public API.
446
 *
447
 * @y.exclude
448
 */
449
  public float getWidthCorrection()
450
    {
451
    return (float)mWidth/mRealWidth;
452
    }
453

    
454
///////////////////////////////////////////////////////////////////////////////////////////////////
455
/**
456
 * Not part of the Public API.
457
 *
458
 * @y.exclude
459
 */
460
  public float getHeightCorrection()
461
    {
462
    return (float)mHeight/mRealHeight;
463
    }
464

    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466
// PUBLIC API
467
///////////////////////////////////////////////////////////////////////////////////////////////////
468
/**
469
 * Draws all the attached children to this OutputSurface.
470
 * <p>
471
 * Must be called from a thread holding OpenGL Context.
472
 *
473
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
474
 * @return Number of objects rendered.
475
 */
476
  public int render(long time)
477
    {
478
    // change tree topology (attach and detach children)
479
/*
480
    boolean changed1 =
481
*/
482
    DistortedMaster.toDo();
483
/*
484
    if( changed1 )
485
      {
486
      for(int i=0; i<mNumChildren; i++)
487
        {
488
        mChildren.get(i).debug(0);
489
        }
490

    
491
      DistortedNode.debugMap();
492
      }
493
*/
494
    // create and delete all underlying OpenGL resources
495
    // Watch out: FIRST change topology, only then deal
496
    // with OpenGL resources. That's because changing Tree
497
    // can result in additional Framebuffers that would need
498
    // to be created immediately, before the calls to drawRecursive()
499
/*
500
    boolean changed2 =
501
*/
502
    toDo();
503
/*
504
    if( changed2 )
505
      {
506
      DistortedObject.debugLists();
507
      }
508
*/
509
    // mark OpenGL state as unknown
510
    DistortedRenderState.reset();
511

    
512
    int numRenders=0;
513

    
514
    for(int i=0; i<mNumChildren; i++)
515
      {
516
      numRenders += mChildren.get(i).renderRecursive(time);
517
      }
518

    
519
    setAsOutput(time);
520
    numRenders += renderChildren(time,mNumChildren,mChildren);
521

    
522
    return numRenders;
523
    }
524

    
525
///////////////////////////////////////////////////////////////////////////////////////////////////
526
/**
527
 * Bind this Surface as a Framebuffer we can render to.
528
 *
529
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
530
 *             out if this is the first time during present frame that this FBO is being set as output.
531
 *             If so, the library, in addition to binding the Surface for output, also clears the
532
 *             Surface's color and depth attachments.
533
 */
534
  public void setAsOutput(long time)
535
    {
536
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
537

    
538
    if( mTime!=time )
539
      {
540
      mTime = time;
541
      clear();
542
      }
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547
 * Bind this Surface as a Framebuffer we can render to.
548
 * <p>
549
 * This version does not attempt to clear anything.
550
 */
551

    
552
  public void setAsOutput()
553
    {
554
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
555
    }
556

    
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558
/**
559
 * Return the Near plane of the Projection included in the Surface.
560
 *
561
 * @return the Near plane.
562
 */
563
  public float getNear()
564
    {
565
    return mNear;
566
    }
567

    
568
///////////////////////////////////////////////////////////////////////////////////////////////////
569
/**
570
 * Set mipmap level.
571
 * <p>
572
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
573
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
574
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
575
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
576
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
577
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
578
 * <p>
579
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
580
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
581
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
582
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
583
 *
584
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
585
 *               does not make any sense (that would result in loss of speed and no gain in quality)
586
 */
587
  public void setMipmap(float mipmap)
588
    {
589
    mMipmap = mipmap;
590
    }
591

    
592
///////////////////////////////////////////////////////////////////////////////////////////////////
593
/**
594
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
595
 * this Surface at the beginning of each frame.
596
 *
597
 * @param r the Red component. Default: 0.0f
598
 * @param g the Green component. Default: 0.0f
599
 * @param b the Blue component. Default: 0.0f
600
 * @param a the Alpha component. Default: 0.0f
601
 */
602
  public void glClearColor(float r, float g, float b, float a)
603
    {
604
    mClearR = r;
605
    mClearG = g;
606
    mClearB = b;
607
    mClearA = a;
608
    }
609

    
610
///////////////////////////////////////////////////////////////////////////////////////////////////
611
/**
612
 * Uses glClearDepthf() to set up a value with which to clear
613
 * the Depth buffer of our Surface at the beginning of each frame.
614
 *
615
 * @param d the Depth. Default: 1.0f
616
 */
617
  public void glClearDepthf(float d)
618
    {
619
    mClearDepth = d;
620
    }
621

    
622
///////////////////////////////////////////////////////////////////////////////////////////////////
623
/**
624
 * Uses glClearStencil() to set up a value with which to clear the
625
 * Stencil buffer of our Surface at the beginning of each frame.
626
 *
627
 * @param s the Stencil. Default: 0
628
 */
629
  public void glClearStencil(int s)
630
    {
631
    mClearStencil = s;
632
    }
633

    
634
///////////////////////////////////////////////////////////////////////////////////////////////////
635
/**
636
 * Which buffers to Clear at the beginning of each frame?
637
 * <p>
638
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
639
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
640
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
641
 *
642
 * @param mask bitwise OR of BUFFER_BITs to clear.
643
 */
644
  public void glClear(int mask)
645
    {
646
    mClear = mask;
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650
/**
651
 * Create new Projection matrix.
652
 *
653
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
654
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
655
 * @param near Distance between the screen plane and the near plane.
656
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
657
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
658
 */
659
  public void setProjection(float fov, float near)
660
    {
661
    if( fov < 180.0f && fov >=0.0f )
662
      {
663
      mFOV = fov;
664
      }
665

    
666
    if( near<   1.0f && near> 0.0f )
667
      {
668
      mNear= near;
669
      }
670
    else if( near<=0.0f )
671
      {
672
      mNear = 0.01f;
673
      }
674
    else if( near>=1.0f )
675
      {
676
      mNear=0.99f;
677
      }
678

    
679
    createProjection();
680
    }
681

    
682
///////////////////////////////////////////////////////////////////////////////////////////////////
683
/**
684
 * Resize the underlying Framebuffer.
685
 * <p>
686
 * This method can be safely called mid-render as it doesn't interfere with rendering.
687
 *
688
 * @param width The new width.
689
 * @param height The new height.
690
 */
691
  public void resize(int width, int height)
692
    {
693
    if( mWidth!=width || mHeight!=height )
694
      {
695
      mWidth = mRealWidth = width;
696
      mHeight= mRealHeight= height;
697

    
698
      createProjection();
699

    
700
      if( mColorCreated==CREATED )
701
        {
702
        markForCreation();
703
        recreate();
704
        }
705
      }
706
    }
707

    
708
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Return true if the Surface contains a DEPTH attachment.
711
 *
712
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
713
 */
714
  public boolean hasDepth()
715
    {
716
    return mDepthStencilCreated==CREATED;
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Return true if the Surface contains a STENCIL attachment.
722
 *
723
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
724
 */
725
  public boolean hasStencil()
726
    {
727
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
728
    }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731
/**
732
 * Adds a new child to the last position in the list of our Surface's children.
733
 * <p>
734
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
735
 * DistortedMaster (by calling doWork())
736
 *
737
 * @param node The new Node to add.
738
 */
739
  public void attach(DistortedNode node)
740
    {
741
    mJobs.add(new Job(ATTACH,node));
742
    DistortedMaster.newSlave(this);
743
    }
744

    
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746
/**
747
 * Adds a new child to the last position in the list of our Surface's children.
748
 * <p>
749
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
750
 * DistortedMaster (by calling doWork())
751
 *
752
 * @param surface InputSurface to initialize our child Node with.
753
 * @param effects DistortedEffects to initialize our child Node with.
754
 * @param mesh MeshObject to initialize our child Node with.
755
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
756
 */
757
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
758
    {
759
    DistortedNode node = new DistortedNode(surface,effects,mesh);
760
    mJobs.add(new Job(ATTACH,node));
761
    DistortedMaster.newSlave(this);
762
    return node;
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767
 * Removes the first occurrence of a specified child from the list of children of our Surface.
768
 * <p>
769
 * A bit questionable method as there can be many different Nodes attached as children, some
770
 * of them having the same Effects but - for instance - different Mesh. Use with care.
771
 * <p>
772
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
773
 * DistortedMaster (by calling doWork())
774
 *
775
 * @param effects DistortedEffects to remove.
776
 */
777
  public void detach(DistortedEffects effects)
778
    {
779
    long id = effects.getID();
780
    DistortedNode node;
781
    boolean detached = false;
782

    
783
    for(int i=0; i<mNumChildren; i++)
784
      {
785
      node = mChildren.get(i);
786

    
787
      if( node.getEffects().getID()==id )
788
        {
789
        detached = true;
790
        mJobs.add(new Job(DETACH,node));
791
        DistortedMaster.newSlave(this);
792
        break;
793
        }
794
      }
795

    
796
    if( !detached )
797
      {
798
      // if we failed to detach any, it still might be the case that
799
      // there's an ATTACH job that we need to cancel.
800
      int num = mJobs.size();
801
      Job job;
802

    
803
      for(int i=0; i<num; i++)
804
        {
805
        job = mJobs.get(i);
806

    
807
        if( job.type==ATTACH && job.node.getEffects()==effects )
808
          {
809
          mJobs.remove(i);
810
          break;
811
          }
812
        }
813
      }
814
    }
815

    
816
///////////////////////////////////////////////////////////////////////////////////////////////////
817
/**
818
 * Removes the first occurrence of a specified child from the list of children of our Surface.
819
 * <p>
820
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
821
 * DistortedMaster (by calling doWork())
822
 *
823
 * @param node The Node to remove.
824
 */
825
  public void detach(DistortedNode node)
826
    {
827
    mJobs.add(new Job(DETACH,node));
828
    DistortedMaster.newSlave(this);
829
    }
830

    
831
///////////////////////////////////////////////////////////////////////////////////////////////////
832
/**
833
 * Removes all children Nodes.
834
 * <p>
835
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
836
 * DistortedMaster (by calling doWork())
837
 */
838
  public void detachAll()
839
    {
840
    mJobs.add(new Job(DETALL,null));
841
    DistortedMaster.newSlave(this);
842
    }
843

    
844
///////////////////////////////////////////////////////////////////////////////////////////////////
845
/**
846
 * This is not really part of the public API. Has to be public only because it is a part of the
847
 * DistortedSlave interface, which should really be a class that we extend here instead but
848
 * Java has no multiple inheritance.
849
 *
850
 * @y.exclude
851
 */
852
  public void doWork()
853
    {
854
    int num = mJobs.size();
855
    Job job;
856

    
857
    for(int i=0; i<num; i++)
858
      {
859
      job = mJobs.remove(0);
860

    
861
      switch(job.type)
862
        {
863
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
864
                     job.node.setSurfaceParent(this);
865
                     DistortedMaster.addSorted(mChildren,job.node);
866
                     mNumChildren++;
867
                     break;
868
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
869
                       {
870
                       job.node.setSurfaceParent(null);
871
                       mNumChildren--;
872
                       }
873
                     break;
874
        case DETALL: if( mNumChildren>0 )
875
                       {
876
                       DistortedNode tmp;
877

    
878
                       for(int j=mNumChildren-1; j>=0; j--)
879
                         {
880
                         tmp = mChildren.remove(j);
881
                         tmp.setSurfaceParent(null);
882
                         }
883

    
884
                       mNumChildren = 0;
885
                       }
886
                     break;
887
        case SORT  : mChildren.remove(job.node);
888
                     DistortedMaster.addSorted(mChildren,job.node);
889
                     break;
890
        }
891
      }
892
    }
893
}
(8-8/21)