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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.GLES30;
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import org.distorted.library.mesh.MeshBase;
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import java.util.ArrayList;
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import java.util.Collections;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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* <p>
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* Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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* That recursively renders the set held in the Node and all its children.
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* <p>
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* The class takes special care to only render identical sub-trees once. Each Node holds a reference
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* to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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* will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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*/
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public class DistortedNode implements InternalChildrenList.Parent
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{
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private static final int DEFAULT_FBO_SIZE = 100;
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private MeshBase mMesh;
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private DistortedEffects mEffects;
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private InternalSurface mSurface;
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private InternalRenderState mState;
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private InternalNodeData mData;
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private InternalChildrenList mChildren;
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private InternalChildrenList.Parent mParent;
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private int mFboW, mFboH, mFboDepthStencil;
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private boolean mRenderWayOIT;
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private float mFOV, mNear;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void markForDeletion()
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{
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if( mData.removeData() )
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{
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mData.mFBO.markForDeletion();
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mData.mFBO = null;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// [3] --> the postprocessing queue. See EffectType.
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long getBucket()
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{
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return mEffects.getQueues()[3].getID();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private ArrayList<Long> generateIDList()
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{
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ArrayList<Long> ret = new ArrayList<>();
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int numChildren = mChildren.getNumChildren();
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if( numChildren==0 )
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{
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// add a negative number so this leaf never gets confused with a internal node
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// with a single child that happens to have ID identical to some leaf's Effects ID.
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ret.add(-mEffects.getID());
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}
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else
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{
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DistortedNode node;
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for(int i=0; i<numChildren; i++)
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{
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node = mChildren.getChild(i);
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ret.add(node.mData.ID);
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}
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// A bit questionable decision here - we are sorting the children IDs, which means
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// that order in which we draw the children is going to be undefined (well, this is not
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// strictly speaking true - when rendering, if no postprocessing and isomorphism are
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// involved, we *DO* render the children in order they were added; if however there
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// are two internal nodes with the same list of identical children, just added in a
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// different order each time, then we consider them isomorphic, i.e. identical and only
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// render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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// exactly the same Z-height this might result in some unexpected sights).
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//
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// Reason: with the children being sorted by postprocessing buckets, the order is
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// undefined anyway (although only when postprocessing is applied).
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//
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// See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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// different order. You will see the number of renders go back to the original 15.
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Collections.sort(ret);
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}
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ret.add( 0, mSurface.getID() );
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This is not really part of the public API. Has to be public only because it is a part of the
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* InternalChildrenList.Parent interface.
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*
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* @y.exclude
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*/
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public void adjustIsomorphism()
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{
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InternalNodeData newData = InternalNodeData.returnData(generateIDList());
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boolean deleteOldFBO = mData.removeData();
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boolean createNewFBO = (mChildren.getNumChildren()>0 && newData.mFBO==null);
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if( deleteOldFBO && createNewFBO )
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{
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newData.mFBO = mData.mFBO;
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}
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else if( deleteOldFBO )
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{
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mData.mFBO.markForDeletion();
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mData.mFBO = null;
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}
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else if( createNewFBO )
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{
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newData.mFBO = allocateNewFBO();
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}
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mData = newData;
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if( mParent!=null ) mParent.adjustIsomorphism();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int drawNoBlend(long currTime, InternalOutputSurface surface)
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{
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InternalSurface input = getSurface();
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if( input.setAsInput() )
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{
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mState.apply();
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GLES30.glDisable(GLES30.GL_BLEND);
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DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime);
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GLES30.glEnable(GLES30.GL_BLEND);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Use the Order Independent Transparency method to draw a non-postprocessed child.
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int drawOIT(long currTime, InternalOutputSurface surface)
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{
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InternalSurface input = getSurface();
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if( input.setAsInput() )
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{
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mState.apply();
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DistortedLibrary.drawPrivOIT(mEffects, mMesh, surface, currTime);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int draw(long currTime, InternalOutputSurface surface)
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{
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InternalSurface input = getSurface();
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if( input.setAsInput() )
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{
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mState.apply();
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DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int renderRecursive(long currTime)
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{
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int numRenders = 0;
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int numChildren = mChildren.getNumChildren();
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if( numChildren>0 && mData.notRenderedYetAtThisTime(currTime) )
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{
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DistortedNode node;
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long oldBucket=0, newBucket;
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for (int i=0; i<numChildren; i++)
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{
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node = mChildren.getChild(i);
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newBucket = node.getBucket();
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numRenders += node.renderRecursive(currTime);
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if( newBucket<oldBucket ) mChildren.rearrangeByBuckets(i,newBucket);
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else oldBucket=newBucket;
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}
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if( mData.mFBO==null ) mData.mFBO = allocateNewFBO();
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mData.mFBO.setAsOutput(currTime);
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if( mSurface.setAsInput() )
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{
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numRenders++;
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DistortedLibrary.blitPriv(mData.mFBO);
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}
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numRenders += mData.mFBO.renderChildren(currTime,numChildren,mChildren,0, mRenderWayOIT);
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}
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return numRenders;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private DistortedFramebuffer allocateNewFBO()
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{
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int width, height;
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if( mFboW>0 && mFboH>0 )
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{
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width = mFboW;
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height= mFboH;
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}
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else
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{
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if( mSurface instanceof DistortedFramebuffer )
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{
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DistortedFramebuffer fbo = (DistortedFramebuffer)mSurface;
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width = fbo.mWidth;
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height= fbo.mHeight;
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}
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else
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{
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width = DEFAULT_FBO_SIZE;
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height= DEFAULT_FBO_SIZE;
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}
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}
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DistortedFramebuffer fbo = new DistortedFramebuffer(1,mFboDepthStencil, InternalSurface.TYPE_TREE, width, height);
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if( mFOV!=InternalOutputSurface.DEFAULT_FOV || mNear!=InternalOutputSurface.DEFAULT_NEAR )
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{
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fbo.setProjection(mFOV,mNear);
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}
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return fbo;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setParent(InternalChildrenList.Parent parent)
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{
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mParent = parent;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Constructs new Node.
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*
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* @param surface InputSurface to put into the new Node.
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* @param effects DistortedEffects to put into the new Node.
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* @param mesh MeshBase to put into the new Node.
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*/
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public DistortedNode(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
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{
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mSurface = surface;
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mEffects = effects;
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mMesh = mesh;
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mState = new InternalRenderState();
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mChildren = new InternalChildrenList(this);
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mParent = null;
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mRenderWayOIT = false;
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mFOV = InternalOutputSurface.DEFAULT_FOV;
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mNear= InternalOutputSurface.DEFAULT_NEAR;
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mFboW = 0; // i.e. take this from
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mFboH = 0; // mEffects's stretch{X,Y}
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mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
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mData = InternalNodeData.returnData(generateIDList());
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy-constructs new Node from another Node.
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*
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* @param node The DistortedNode to copy data from.
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* @param flags bit field composed of a subset of the following:
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* {@link DistortedLibrary#CLONE_SURFACE}, {@link DistortedLibrary#CLONE_MATRIX}, {@link DistortedLibrary#CLONE_VERTEX},
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* {@link DistortedLibrary#CLONE_FRAGMENT} and {@link DistortedLibrary#CLONE_CHILDREN}.
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* For example flags = CLONE_SURFACE | CLONE_CHILDREN.
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*/
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public DistortedNode(DistortedNode node, int flags)
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{
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mEffects = new DistortedEffects(node.mEffects,flags);
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mMesh = node.mMesh;
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mState = new InternalRenderState();
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mParent = null;
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mRenderWayOIT = false;
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mFOV = InternalOutputSurface.DEFAULT_FOV;
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mNear= InternalOutputSurface.DEFAULT_NEAR;
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mFboW = node.mFboW;
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mFboH = node.mFboH;
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mFboDepthStencil = node.mFboDepthStencil;
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if( (flags & DistortedLibrary.CLONE_SURFACE) != 0 )
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{
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mSurface = node.mSurface;
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}
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else
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{
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if( node.mSurface instanceof DistortedTexture )
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{
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mSurface = new DistortedTexture(InternalSurface.TYPE_TREE);
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}
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else if( node.mSurface instanceof DistortedFramebuffer )
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{
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DistortedFramebuffer fbo = (DistortedFramebuffer)node.mSurface;
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int w = fbo.getWidth();
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int h = fbo.getHeight();
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int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
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if( fbo.hasDepth() )
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{
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boolean hasStencil = fbo.hasStencil();
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depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
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}
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mSurface = new DistortedFramebuffer(1,depthStencil, InternalSurface.TYPE_TREE,w,h);
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}
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}
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if( (flags & DistortedLibrary.CLONE_CHILDREN) != 0 )
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{
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mChildren = node.mChildren;
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}
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else
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{
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mChildren = new InternalChildrenList(this);
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}
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mData = InternalNodeData.returnData(generateIDList());
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* When rendering this Node, should we use the Order Independent Transparency render more?
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* <p>
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* There are two modes of rendering: the fast 'normal' way, which however renders transparent
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* fragments in different ways depending on which fragments get rendered first, or the slower
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* 'oit' way, which renders transparent fragments correctly regardless of their order.
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*
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* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
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*/
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public void setOrderIndependentTransparency(boolean oit)
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{
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mRenderWayOIT = oit;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* When rendering this Node, should we use the Order Independent Transparency render more?
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* <p>
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* There are two modes of rendering: the fast 'normal' way, which however renders transparent
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* fragments in different ways depending on which fragments get rendered first, or the slower
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* 'oit' way, which renders transparent fragments correctly regardless of their order.
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*
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* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
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* @param initialSize Initial number of transparent fragments we expect, in screenfulls.
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* I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
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* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0
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* Even if you get this wrong, the library will detect that there are more
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* transparent fragments than it has space for and readjust its internal buffers,
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* but only after a few frames during which one will probably see missing objects.
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*/
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public void setOrderIndependentTransparency(boolean oit, float initialSize)
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{
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mRenderWayOIT = oit;
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if( initialSize>0.0f && initialSize<10.0f )
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DistortedLibrary.setSSBOSize(initialSize);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new child to the last position in the list of our Node's children.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* InternalMaster (by calling doWork())
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*
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* @param node The new Node to add.
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*/
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public void attach(DistortedNode node)
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{
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mChildren.attach(node);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds a new child to the last position in the list of our Node's children.
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* <p>
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* We cannot do this mid-render - actual attachment will be done just before the next render, by the
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* InternalMaster (by calling doWork())
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*
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* @param surface InputSurface to initialize our child Node with.
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* @param effects DistortedEffects to initialize our child Node with.
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* @param mesh MeshBase to initialize our child Node with.
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* @return the newly constructed child Node, or null if we couldn't allocate resources.
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*/
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public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
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{
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return mChildren.attach(surface,effects,mesh);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes the first occurrence of a specified child from the list of children of our Node.
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* <p>
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* We cannot do this mid-render - actual detachment will be done just before the next render, by the
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* InternalMaster (by calling doWork())
|
456
|
*
|
457
|
* @param node The Node to remove.
|
458
|
*/
|
459
|
public void detach(DistortedNode node)
|
460
|
{
|
461
|
mChildren.detach(node);
|
462
|
}
|
463
|
|
464
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
465
|
/**
|
466
|
* Removes the first occurrence of a specified child from the list of children of our Node.
|
467
|
* <p>
|
468
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
469
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
470
|
* <p>
|
471
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
472
|
* InternalMaster (by calling doWork())
|
473
|
*
|
474
|
* @param effects DistortedEffects to remove.
|
475
|
*/
|
476
|
public void detach(DistortedEffects effects)
|
477
|
{
|
478
|
mChildren.detach(effects);
|
479
|
}
|
480
|
|
481
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
482
|
/**
|
483
|
* Removes all children Nodes.
|
484
|
* <p>
|
485
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
486
|
* InternalMaster (by calling doWork())
|
487
|
*/
|
488
|
public void detachAll()
|
489
|
{
|
490
|
mChildren.detachAll();
|
491
|
}
|
492
|
|
493
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
494
|
/**
|
495
|
* Returns the DistortedEffects object that's in the Node.
|
496
|
*
|
497
|
* @return The DistortedEffects contained in the Node.
|
498
|
*/
|
499
|
public DistortedEffects getEffects()
|
500
|
{
|
501
|
return mEffects;
|
502
|
}
|
503
|
|
504
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
505
|
/**
|
506
|
* Returns the surface this object gets rendered to.
|
507
|
*
|
508
|
* @return The InternalSurface contained in the Node (if a leaf), or the FBO (if an internal Node)
|
509
|
*/
|
510
|
public InternalSurface getSurface()
|
511
|
{
|
512
|
return mChildren.getNumChildren()==0 ? mSurface : mData.mFBO;
|
513
|
}
|
514
|
|
515
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
516
|
/**
|
517
|
* Returns the Mesh object that's in the Node.
|
518
|
*
|
519
|
* @return Mesh contained in the Node.
|
520
|
*/
|
521
|
public MeshBase getMesh()
|
522
|
{
|
523
|
return mMesh;
|
524
|
}
|
525
|
|
526
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
527
|
/**
|
528
|
* Resizes the DistortedFramebuffer object that we render this Node to.
|
529
|
*/
|
530
|
public void resizeFBO(int width, int height)
|
531
|
{
|
532
|
mFboW = width;
|
533
|
mFboH = height;
|
534
|
|
535
|
if ( mData.mFBO !=null )
|
536
|
{
|
537
|
// TODO: potentially allocate a new NodeData if we have to
|
538
|
mData.mFBO.resize(width,height);
|
539
|
}
|
540
|
}
|
541
|
|
542
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
543
|
/**
|
544
|
* Set Projection Matrix for the Framebuffer contained in this Node.
|
545
|
* <p>
|
546
|
* If this Node is a Leaf and has no Framebuffer in it, this call does nothing.
|
547
|
*
|
548
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
549
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
550
|
* @param near The Near plane.
|
551
|
*/
|
552
|
public void setProjection(float fov, float near)
|
553
|
{
|
554
|
if( fov < 180.0f && fov >=0.0f )
|
555
|
{
|
556
|
mFOV = fov;
|
557
|
}
|
558
|
|
559
|
if( near< 1.0f && near> 0.0f )
|
560
|
{
|
561
|
mNear= near;
|
562
|
}
|
563
|
else if( near<=0.0f )
|
564
|
{
|
565
|
mNear = 0.01f;
|
566
|
}
|
567
|
else if( near>=1.0f )
|
568
|
{
|
569
|
mNear=0.99f;
|
570
|
}
|
571
|
|
572
|
if( mData.mFBO!=null )
|
573
|
{
|
574
|
mData.mFBO.setProjection(mFOV,mNear);
|
575
|
}
|
576
|
}
|
577
|
|
578
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
579
|
/**
|
580
|
* Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
|
581
|
*/
|
582
|
public void enableDepthStencil(int depthStencil)
|
583
|
{
|
584
|
mFboDepthStencil = depthStencil;
|
585
|
|
586
|
if ( mData.mFBO !=null )
|
587
|
{
|
588
|
// TODO: potentially allocate a new NodeData if we have to
|
589
|
mData.mFBO.enableDepthStencil(depthStencil);
|
590
|
}
|
591
|
}
|
592
|
|
593
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
594
|
// APIs that control how to set the OpenGL state just before rendering this Node.
|
595
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
596
|
/**
|
597
|
* When rendering this Node, use ColorMask (r,g,b,a).
|
598
|
*
|
599
|
* @param r Write to the RED color channel when rendering this Node?
|
600
|
* @param g Write to the GREEN color channel when rendering this Node?
|
601
|
* @param b Write to the BLUE color channel when rendering this Node?
|
602
|
* @param a Write to the ALPHA channel when rendering this Node?
|
603
|
*/
|
604
|
@SuppressWarnings("unused")
|
605
|
public void glColorMask(boolean r, boolean g, boolean b, boolean a)
|
606
|
{
|
607
|
mState.glColorMask(r,g,b,a);
|
608
|
}
|
609
|
|
610
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
611
|
/**
|
612
|
* When rendering this Node, switch on writing to Depth buffer?
|
613
|
*
|
614
|
* @param mask Write to the Depth buffer when rendering this Node?
|
615
|
*/
|
616
|
@SuppressWarnings("unused")
|
617
|
public void glDepthMask(boolean mask)
|
618
|
{
|
619
|
mState.glDepthMask(mask);
|
620
|
}
|
621
|
|
622
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
623
|
/**
|
624
|
* When rendering this Node, which bits of the Stencil buffer to write to?
|
625
|
*
|
626
|
* @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
|
627
|
*/
|
628
|
@SuppressWarnings("unused")
|
629
|
public void glStencilMask(int mask)
|
630
|
{
|
631
|
mState.glStencilMask(mask);
|
632
|
}
|
633
|
|
634
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
635
|
/**
|
636
|
* When rendering this Node, which Tests to enable?
|
637
|
*
|
638
|
* @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
|
639
|
*/
|
640
|
@SuppressWarnings("unused")
|
641
|
public void glEnable(int test)
|
642
|
{
|
643
|
mState.glEnable(test);
|
644
|
}
|
645
|
|
646
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
647
|
/**
|
648
|
* When rendering this Node, which Tests to enable?
|
649
|
*
|
650
|
* @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
|
651
|
*/
|
652
|
@SuppressWarnings("unused")
|
653
|
public void glDisable(int test)
|
654
|
{
|
655
|
mState.glDisable(test);
|
656
|
}
|
657
|
|
658
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
659
|
/**
|
660
|
* When rendering this Node, use the following StencilFunc.
|
661
|
*
|
662
|
* @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
|
663
|
* @param ref Reference valut to compare our stencil with.
|
664
|
* @param mask Mask used when comparing.
|
665
|
*/
|
666
|
@SuppressWarnings("unused")
|
667
|
public void glStencilFunc(int func, int ref, int mask)
|
668
|
{
|
669
|
mState.glStencilFunc(func,ref,mask);
|
670
|
}
|
671
|
|
672
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
673
|
/**
|
674
|
* When rendering this Node, use the following StencilOp.
|
675
|
* <p>
|
676
|
* Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
|
677
|
*
|
678
|
* @param sfail What to do when Stencil Test fails.
|
679
|
* @param dpfail What to do when Depth Test fails.
|
680
|
* @param dppass What to do when Depth Test passes.
|
681
|
*/
|
682
|
@SuppressWarnings("unused")
|
683
|
public void glStencilOp(int sfail, int dpfail, int dppass)
|
684
|
{
|
685
|
mState.glStencilOp(sfail,dpfail,dppass);
|
686
|
}
|
687
|
|
688
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
689
|
/**
|
690
|
* When rendering this Node, use the following DepthFunc.
|
691
|
*
|
692
|
* @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
|
693
|
*/
|
694
|
@SuppressWarnings("unused")
|
695
|
public void glDepthFunc(int func)
|
696
|
{
|
697
|
mState.glDepthFunc(func);
|
698
|
}
|
699
|
|
700
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
701
|
/**
|
702
|
* When rendering this Node, use the following Blending mode.
|
703
|
* <p>
|
704
|
* Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
|
705
|
* GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
|
706
|
* GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
|
707
|
*
|
708
|
* @param src Source Blend function
|
709
|
* @param dst Destination Blend function
|
710
|
*/
|
711
|
@SuppressWarnings("unused")
|
712
|
public void glBlendFunc(int src, int dst)
|
713
|
{
|
714
|
mState.glBlendFunc(src,dst);
|
715
|
}
|
716
|
|
717
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
718
|
/**
|
719
|
* Before rendering this Node, clear the following buffers.
|
720
|
* <p>
|
721
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
722
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
723
|
* Default: 0
|
724
|
*
|
725
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
726
|
*/
|
727
|
@SuppressWarnings("unused")
|
728
|
public void glClear(int mask)
|
729
|
{
|
730
|
mState.glClear(mask);
|
731
|
}
|
732
|
}
|