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library / src / main / java / org / distorted / library / DistortedEffects.java @ 2b942cd0

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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;
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import android.opengl.GLES20;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static final int BYTES_PER_FLOAT   = 4; //
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  private static final int POSITION_DATA_SIZE= 2; // Size of the position data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Size of the texture coordinate data in elements.
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  private static final FloatBuffer mQuadPositions, mQuadTexture;
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  private static long mNextID =0;
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  private long mID;
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  private static DistortedFramebuffer mBufferFBO;
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  private EffectQueueMatrix      mM;
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  private EffectQueueFragment    mF;
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  private EffectQueueVertex      mV;
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  private EffectQueuePostprocess mP;
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  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
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  static
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    {
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    int dataLength = 4;
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    float[] textureData = {  0.0f,  0.0f,   0.0f, 1.0f,  1.0f, 0.0f,  1.0f, 1.0f };
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    mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    mQuadTexture   = ByteBuffer.allocateDirect(TEX_DATA_SIZE     *dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadTexture.put(textureData).position(0);
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    mBufferFBO = new DistortedFramebuffer(1,1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
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      {
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      mP = d.mP;
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      postprocessCloned = true;
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      }
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    else
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      {
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      mP = new EffectQueuePostprocess(mID);
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      postprocessCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df, long currTime)
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    {
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    mM.compute(currTime);
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    mV.compute(currTime);
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    mF.compute(currTime);
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    mP.compute(currTime);
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    float halfZ = halfInputW*mesh.zFactor;
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    GLES20.glUseProgram(Distorted.mainProgramH);
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    if( mP.mNumEffects==0 )
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      {
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      mM.send(df,halfInputW,halfInputH,halfZ);
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      mV.send(halfInputW,halfInputH,halfZ);
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      mF.send(halfInputW,halfInputH);
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      mesh.draw();
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      }
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    else
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      {
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      if( mV.mNumEffects>0 || mP.mNumEffects>0 )
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        {
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        mBufferFBO.resizeFast(df.mWidth, df.mHeight);
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        mBufferFBO.setAsOutput();
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        mM.send(mBufferFBO,halfInputW,halfInputH,halfZ);
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        mV.send(halfInputW,halfInputH,halfZ);
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        mF.send(halfInputW,halfInputH);
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        mesh.draw();
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        GLES20.glUseProgram(Distorted.postProgramH);
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        GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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        mBufferFBO.setAsInput();
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        df.setAsOutput();
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        mP.send(df);
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        GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions);
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        GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mQuadTexture);
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        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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        }
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      else
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        {
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        GLES20.glUseProgram(Distorted.postProgramH);
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        GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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        mP.send(df);
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        GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions);
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        GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mQuadTexture);
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        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    EffectQueueMatrix.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor);
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    EffectQueueVertex.sendZero();
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    EffectQueueFragment.sendZero();
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    EffectQueuePostprocess.sendZero(df);
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    mesh.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned     ) mM.abortAll(false);
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    if( !vertexCloned     ) mV.abortAll(false);
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    if( !fragmentCloned   ) mF.abortAll(false);
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    if( !postprocessCloned) mP.abortAll(false);
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    mM = null;
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    mV = null;
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    mF = null;
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    mP = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void onDestroy()
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    {
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
223
 * Create empty effect queue.
224
 */
225
  public DistortedEffects()
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    {
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    mID = mNextID++;
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    initializeEffectLists(this,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
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  public DistortedEffects(DistortedEffects dc, int flags)
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    {
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    mID = mNextID++;
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    initializeEffectLists(dc,flags);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources. After this call, the queue should not be used anymore.
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 */
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  public synchronized void delete()
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    {
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    releasePriv();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 *
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
269
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
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 * 
272
 * @param el A class implementing the EffectListener interface that wants to get notifications.
273
 */
274
  public void registerForMessages(EffectListener el)
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    {
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    mV.registerForMessages(el);
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    mF.registerForMessages(el);
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    mM.registerForMessages(el);
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    mP.registerForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
284
 * Removes the calling class from the list of Listeners.
285
 * 
286
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
287
 */
288
  public void deregisterForMessages(EffectListener el)
289
    {
290
    mV.deregisterForMessages(el);
291
    mF.deregisterForMessages(el);
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    mM.deregisterForMessages(el);
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    mP.deregisterForMessages(el);
294
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
298
 * Aborts all Effects.
299
 * @return Number of effects aborted.
300
 */
301
  public int abortAllEffects()
302
      {
303
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
304
      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
308
 * Aborts all Effects of a given type, for example all MATRIX Effects.
309
 * 
310
 * @param type one of the constants defined in {@link EffectTypes}
311
 * @return Number of effects aborted.
312
 */
313
  public int abortEffects(EffectTypes type)
314
    {
315
    switch(type)
316
      {
317
      case MATRIX     : return mM.abortAll(true);
318
      case VERTEX     : return mV.abortAll(true);
319
      case FRAGMENT   : return mF.abortAll(true);
320
      case POSTPROCESS: return mP.abortAll(true);
321
      default         : return 0;
322
      }
323
    }
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325
///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
327
 * Aborts a single Effect.
328
 * 
329
 * @param id ID of the Effect we want to abort.
330
 * @return number of Effects aborted. Always either 0 or 1.
331
 */
332
  public int abortEffect(long id)
333
    {
334
    int type = (int)(id&EffectTypes.MASK);
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336
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
340

    
341
    return 0;
342
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
345
/**
346
 * Abort all Effects of a given name, for example all rotations.
347
 * 
348
 * @param name one of the constants defined in {@link EffectNames}
349
 * @return number of Effects aborted.
350
 */
351
  public int abortEffects(EffectNames name)
352
    {
353
    switch(name.getType())
354
      {
355
      case MATRIX     : return mM.removeByType(name);
356
      case VERTEX     : return mV.removeByType(name);
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      case FRAGMENT   : return mF.removeByType(name);
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      case POSTPROCESS: return mP.removeByType(name);
359
      default         : return 0;
360
      }
361
    }
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363
///////////////////////////////////////////////////////////////////////////////////////////////////
364
/**
365
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
366
 * 
367
 * @param id Effect ID we want to print info about
368
 * @return <code>true</code> if a single Effect of type effectType has been found.
369
 */
370
    
371
  public boolean printEffect(long id)
372
    {
373
    int type = (int)(id&EffectTypes.MASK);
374

    
375
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
376
    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
378
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
379

    
380
    return false;
381
    }
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383
///////////////////////////////////////////////////////////////////////////////////////////////////
384
/**
385
 * Returns the maximum number of Matrix effects.
386
 *
387
 * @return The maximum number of Matrix effects
388
 */
389
  public static int getMaxMatrix()
390
    {
391
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
392
    }
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394
///////////////////////////////////////////////////////////////////////////////////////////////////
395
/**
396
 * Returns the maximum number of Vertex effects.
397
 *
398
 * @return The maximum number of Vertex effects
399
 */
400
  public static int getMaxVertex()
401
    {
402
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
403
    }
404

    
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406
/**
407
 * Returns the maximum number of Fragment effects.
408
 *
409
 * @return The maximum number of Fragment effects
410
 */
411
  public static int getMaxFragment()
412
    {
413
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
414
    }
415

    
416
///////////////////////////////////////////////////////////////////////////////////////////////////
417
/**
418
 * Returns the maximum number of Postprocess effects.
419
 *
420
 * @return The maximum number of Postprocess effects
421
 */
422
  public static int getMaxPostprocess()
423
    {
424
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
425
    }
426

    
427
///////////////////////////////////////////////////////////////////////////////////////////////////
428
/**
429
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
430
 * This can fail if:
431
 * <ul>
432
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
433
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
434
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
435
 *     time only decreasing the value of 'max' is permitted.
436
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
437
 * </ul>
438
 *
439
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
440
 *            than Byte.MAX_VALUE
441
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
442
 */
443
  public static boolean setMaxMatrix(int max)
444
    {
445
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
446
    }
447

    
448
///////////////////////////////////////////////////////////////////////////////////////////////////
449
/**
450
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
451
 * This can fail if:
452
 * <ul>
453
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
454
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
455
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
456
 *     time only decreasing the value of 'max' is permitted.
457
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
458
 * </ul>
459
 *
460
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
461
 *            than Byte.MAX_VALUE
462
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
463
 */
464
  public static boolean setMaxVertex(int max)
465
    {
466
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
467
    }
468

    
469
///////////////////////////////////////////////////////////////////////////////////////////////////
470
/**
471
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
472
 * This can fail if:
473
 * <ul>
474
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
475
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
476
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
477
 *     time only decreasing the value of 'max' is permitted.
478
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
479
 * </ul>
480
 *
481
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
482
 *            than Byte.MAX_VALUE
483
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
484
 */
485
  public static boolean setMaxFragment(int max)
486
    {
487
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491
/**
492
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
493
 * This can fail if:
494
 * <ul>
495
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
496
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
497
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
498
 *     time only decreasing the value of 'max' is permitted.
499
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
500
 * </ul>
501
 *
502
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
503
 *            than Byte.MAX_VALUE
504
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
505
 */
506
  public static boolean setMaxPostprocess(int max)
507
    {
508
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
509
    }
510

    
511
///////////////////////////////////////////////////////////////////////////////////////////////////   
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
// Individual effect functions.
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515
// Matrix-based effects
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * Moves the Object by a (possibly changing in time) vector.
519
 * 
520
 * @param vector 3-dimensional Data which at any given time will return a Static3D
521
 *               representing the current coordinates of the vector we want to move the Object with.
522
 * @return       ID of the effect added, or -1 if we failed to add one.
523
 */
524
  public long move(Data3D vector)
525
    {   
526
    return mM.add(EffectNames.MOVE,vector);
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Scales the Object by (possibly changing in time) 3D scale factors.
532
 * 
533
 * @param scale 3-dimensional Data which at any given time returns a Static3D
534
 *              representing the current x- , y- and z- scale factors.
535
 * @return      ID of the effect added, or -1 if we failed to add one.
536
 */
537
  public long scale(Data3D scale)
538
    {   
539
    return mM.add(EffectNames.SCALE,scale);
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543
/**
544
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
545
 *
546
 * @param scale The factor to scale all 3 dimensions with.
547
 * @return      ID of the effect added, or -1 if we failed to add one.
548
 */
549
  public long scale(float scale)
550
    {
551
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
552
    }
553

    
554
///////////////////////////////////////////////////////////////////////////////////////////////////
555
/**
556
 * Rotates the Object by 'angle' degrees around the center.
557
 * Static axis of rotation is given by the last parameter.
558
 *
559
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
560
 * @param axis   Axis of rotation
561
 * @param center Coordinates of the Point we are rotating around.
562
 * @return       ID of the effect added, or -1 if we failed to add one.
563
 */
564
  public long rotate(Data1D angle, Static3D axis, Data3D center )
565
    {   
566
    return mM.add(EffectNames.ROTATE, angle, axis, center);
567
    }
568

    
569
///////////////////////////////////////////////////////////////////////////////////////////////////
570
/**
571
 * Rotates the Object by 'angle' degrees around the center.
572
 * Here both angle and axis can dynamically change.
573
 *
574
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
575
 * @param center    Coordinates of the Point we are rotating around.
576
 * @return          ID of the effect added, or -1 if we failed to add one.
577
 */
578
  public long rotate(Data4D angleaxis, Data3D center)
579
    {
580
    return mM.add(EffectNames.ROTATE, angleaxis, center);
581
    }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
/**
585
 * Rotates the Object by quaternion.
586
 *
587
 * @param quaternion The quaternion describing the rotation.
588
 * @param center     Coordinates of the Point we are rotating around.
589
 * @return           ID of the effect added, or -1 if we failed to add one.
590
 */
591
  public long quaternion(Data4D quaternion, Data3D center )
592
    {
593
    return mM.add(EffectNames.QUATERNION,quaternion,center);
594
    }
595

    
596
///////////////////////////////////////////////////////////////////////////////////////////////////
597
/**
598
 * Shears the Object.
599
 *
600
 * @param shear   The 3-tuple of shear factors. The first controls level
601
 *                of shearing in the X-axis, second - Y-axis and the third -
602
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
603
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
604
 * @param center  Center of shearing, i.e. the point which stays unmoved.
605
 * @return        ID of the effect added, or -1 if we failed to add one.
606
 */
607
  public long shear(Data3D shear, Data3D center)
608
    {
609
    return mM.add(EffectNames.SHEAR, shear, center);
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613
// Fragment-based effects  
614
///////////////////////////////////////////////////////////////////////////////////////////////////
615
/**
616
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
617
 *        
618
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
619
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
620
 *               Valid range: <0,1>
621
 * @param color  Color to mix. (1,0,0) is RED.
622
 * @param region Region this Effect is limited to.
623
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
624
 * @return       ID of the effect added, or -1 if we failed to add one.
625
 */
626
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
627
    {
628
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
629
    }
630

    
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632
/**
633
 * Makes the whole Object smoothly change all three of its RGB components.
634
 *
635
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
636
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
637
 *               Valid range: <0,1>
638
 * @param color  Color to mix. (1,0,0) is RED.
639
 * @return       ID of the effect added, or -1 if we failed to add one.
640
 */
641
  public long chroma(Data1D blend, Data3D color)
642
    {
643
    return mF.add(EffectNames.CHROMA, blend, color);
644
    }
645

    
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648
 * Makes a certain sub-region of the Object smoothly change its transparency level.
649
 *        
650
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
651
 *               moment: pixel.a *= alpha.
652
 *               Valid range: <0,1>
653
 * @param region Region this Effect is limited to. 
654
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
655
 * @return       ID of the effect added, or -1 if we failed to add one. 
656
 */
657
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
658
    {
659
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
660
    }
661

    
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
/**
664
 * Makes the whole Object smoothly change its transparency level.
665
 *
666
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
667
 *               given moment: pixel.a *= alpha.
668
 *               Valid range: <0,1>
669
 * @return       ID of the effect added, or -1 if we failed to add one.
670
 */
671
  public long alpha(Data1D alpha)
672
    {
673
    return mF.add(EffectNames.ALPHA, alpha);
674
    }
675

    
676
///////////////////////////////////////////////////////////////////////////////////////////////////
677
/**
678
 * Makes a certain sub-region of the Object smoothly change its brightness level.
679
 *        
680
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
681
 *                   at any given moment. Valid range: <0,infinity)
682
 * @param region     Region this Effect is limited to.
683
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
684
 * @return           ID of the effect added, or -1 if we failed to add one.
685
 */
686
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
687
    {
688
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Makes the whole Object smoothly change its brightness level.
694
 *
695
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
696
 *                   at any given moment. Valid range: <0,infinity)
697
 * @return           ID of the effect added, or -1 if we failed to add one.
698
 */
699
  public long brightness(Data1D brightness)
700
    {
701
    return mF.add(EffectNames.BRIGHTNESS, brightness);
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Makes a certain sub-region of the Object smoothly change its contrast level.
707
 *        
708
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
709
 *                 at any given moment. Valid range: <0,infinity)
710
 * @param region   Region this Effect is limited to.
711
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
712
 * @return         ID of the effect added, or -1 if we failed to add one.
713
 */
714
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
715
    {
716
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Makes the whole Object smoothly change its contrast level.
722
 *
723
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
724
 *                 at any given moment. Valid range: <0,infinity)
725
 * @return         ID of the effect added, or -1 if we failed to add one.
726
 */
727
  public long contrast(Data1D contrast)
728
    {
729
    return mF.add(EffectNames.CONTRAST, contrast);
730
    }
731

    
732
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734
 * Makes a certain sub-region of the Object smoothly change its saturation level.
735
 *        
736
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
737
 *                   at any given moment. Valid range: <0,infinity)
738
 * @param region     Region this Effect is limited to.
739
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
740
 * @return           ID of the effect added, or -1 if we failed to add one.
741
 */
742
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
743
    {
744
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748
/**
749
 * Makes the whole Object smoothly change its saturation level.
750
 *
751
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
752
 *                   at any given moment. Valid range: <0,infinity)
753
 * @return           ID of the effect added, or -1 if we failed to add one.
754
 */
755
  public long saturation(Data1D saturation)
756
    {
757
    return mF.add(EffectNames.SATURATION, saturation);
758
    }
759

    
760
///////////////////////////////////////////////////////////////////////////////////////////////////
761
// Vertex-based effects  
762
///////////////////////////////////////////////////////////////////////////////////////////////////
763
/**
764
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
765
 *
766
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
767
 *               currently being dragged with.
768
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
769
 * @param region Region that masks the Effect.
770
 * @return       ID of the effect added, or -1 if we failed to add one.
771
 */
772
  public long distort(Data3D vector, Data3D center, Data4D region)
773
    {  
774
    return mV.add(EffectNames.DISTORT, vector, center, region);
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * Distort the whole Object by a (possibly changing in time) vector of force.
780
 *
781
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
782
 *               currently being dragged with.
783
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
784
 * @return       ID of the effect added, or -1 if we failed to add one.
785
 */
786
  public long distort(Data3D vector, Data3D center)
787
    {
788
    return mV.add(EffectNames.DISTORT, vector, center, null);
789
    }
790

    
791
///////////////////////////////////////////////////////////////////////////////////////////////////
792
/**
793
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
794
 * a (possibly changing in time) point on the Object.
795
 *
796
 * @param vector Vector of force that deforms the shape of the whole Object.
797
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
798
 * @param region Region that masks the Effect.
799
 * @return       ID of the effect added, or -1 if we failed to add one.
800
 */
801
  public long deform(Data3D vector, Data3D center, Data4D region)
802
    {
803
    return mV.add(EffectNames.DEFORM, vector, center, region);
804
    }
805

    
806
///////////////////////////////////////////////////////////////////////////////////////////////////
807
/**
808
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
809
 * a (possibly changing in time) point on the Object.
810
 *     
811
 * @param vector Vector of force that deforms the shape of the whole Object.
812
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
813
 * @return       ID of the effect added, or -1 if we failed to add one.
814
 */
815
  public long deform(Data3D vector, Data3D center)
816
    {  
817
    return mV.add(EffectNames.DEFORM, vector, center, null);
818
    }
819

    
820
///////////////////////////////////////////////////////////////////////////////////////////////////  
821
/**
822
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
823
 * away from the center (degree<=1)
824
 *
825
 * @param sink   The current degree of the Effect.
826
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
827
 * @param region Region that masks the Effect.
828
 * @return       ID of the effect added, or -1 if we failed to add one.
829
 */
830
  public long sink(Data1D sink, Data3D center, Data4D region)
831
    {
832
    return mV.add(EffectNames.SINK, sink, center, region);
833
    }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836
/**
837
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
838
 * away from the center (degree<=1)
839
 *
840
 * @param sink   The current degree of the Effect.
841
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
842
 * @return       ID of the effect added, or -1 if we failed to add one.
843
 */
844
  public long sink(Data1D sink, Data3D center)
845
    {
846
    return mV.add(EffectNames.SINK, sink, center);
847
    }
848

    
849
///////////////////////////////////////////////////////////////////////////////////////////////////
850
/**
851
 * Pull all points around the center of the Effect towards a line passing through the center
852
 * (that's if degree>=1) or push them away from the line (degree<=1)
853
 *
854
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
855
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
856
 * @param region Region that masks the Effect.
857
 * @return       ID of the effect added, or -1 if we failed to add one.
858
 */
859
  public long pinch(Data2D pinch, Data3D center, Data4D region)
860
    {
861
    return mV.add(EffectNames.PINCH, pinch, center, region);
862
    }
863

    
864
///////////////////////////////////////////////////////////////////////////////////////////////////
865
/**
866
 * Pull all points around the center of the Effect towards a line passing through the center
867
 * (that's if degree>=1) or push them away from the line (degree<=1)
868
 *
869
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
870
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
871
 * @return       ID of the effect added, or -1 if we failed to add one.
872
 */
873
  public long pinch(Data2D pinch, Data3D center)
874
    {
875
    return mV.add(EffectNames.PINCH, pinch, center);
876
    }
877

    
878
///////////////////////////////////////////////////////////////////////////////////////////////////  
879
/**
880
 * Rotate part of the Object around the Center of the Effect by a certain angle.
881
 *
882
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
883
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
884
 * @param region Region that masks the Effect.
885
 * @return       ID of the effect added, or -1 if we failed to add one.
886
 */
887
  public long swirl(Data1D swirl, Data3D center, Data4D region)
888
    {    
889
    return mV.add(EffectNames.SWIRL, swirl, center, region);
890
    }
891

    
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
/**
894
 * Rotate the whole Object around the Center of the Effect by a certain angle.
895
 *
896
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
897
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
898
 * @return       ID of the effect added, or -1 if we failed to add one.
899
 */
900
  public long swirl(Data1D swirl, Data3D center)
901
    {
902
    return mV.add(EffectNames.SWIRL, swirl, center);
903
    }
904

    
905
///////////////////////////////////////////////////////////////////////////////////////////////////
906
/**
907
 * Directional, sinusoidal wave effect.
908
 *
909
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
910
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
911
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
912
 *               describe the 'direction' of the wave.
913
 *               <p>
914
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
915
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
916
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
917
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
918
 *               <p>
919
 *               <p>
920
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
921
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
922
 *               will be sine shapes.
923
 *               <p>
924
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
925
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
926
 *               YZ-plane with be sine shapes.
927
 *               <p>
928
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
929
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
930
 *               value if sin at this point.
931
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
932
 * @return       ID of the effect added, or -1 if we failed to add one.
933
 */
934
  public long wave(Data5D wave, Data3D center)
935
    {
936
    return mV.add(EffectNames.WAVE, wave, center, null);
937
    }
938

    
939
///////////////////////////////////////////////////////////////////////////////////////////////////
940
/**
941
 * Directional, sinusoidal wave effect.
942
 *
943
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
944
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
945
 * @param region Region that masks the Effect.
946
 * @return       ID of the effect added, or -1 if we failed to add one.
947
 */
948
  public long wave(Data5D wave, Data3D center, Data4D region)
949
    {
950
    return mV.add(EffectNames.WAVE, wave, center, region);
951
    }
952

    
953
///////////////////////////////////////////////////////////////////////////////////////////////////
954
// Postprocess-based effects
955
///////////////////////////////////////////////////////////////////////////////////////////////////
956
/**
957
 * Blur the object.
958
 *
959
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
960
 *               take into account 10 pixels in each direction.
961
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
962
 * @return ID of the effect added, or -1 if we failed to add one.
963
 */
964
  public long blur(Data1D radius, Data2D center)
965
    {
966
    return mP.add(EffectNames.BLUR, radius, center);
967
    }
968
  }
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