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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Types of Effects one can apply to DistortedObjects.
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* <p>
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* Each effect type goes to an independent queue; the queues get executed one-by-one
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* and are each a class descendant from EffectQueue.
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*/
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public enum EffectTypes
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{
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/**
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* Effects that change the ModelView matrix: Rotations, Moves, Shears, Scales.
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*/
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MATRIX ( 0x1 ), // we will need to perform bitwise operations on those - so keep the values 1,2,4,8...
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/**
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* Effects that get executed in the Vertex shader: various distortions of the vertices.
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*/
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VERTEX ( 0x2 ),
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/**
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* Effects executed in the Fragment shader: changes of color, hue, transparency levels, etc.
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*/
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FRAGMENT ( 0x4 );
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///////////////////////////////////////////////////////////////////////////////////////////////////
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final static int LENGTH = values().length; // The number of effect types.
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final static int MASK= (1<<LENGTH)-1; // Needed when we do bitwise operations on Effect Types.
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final int type;
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EffectTypes(int type)
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{
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this.type = type;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from EffectQueue
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static void reset(int[] maxtable)
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{
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maxtable[0] =10; // By default, there can be a maximum 10 MATRIX effects acting on a single
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// DistortedObject at any given time. This can be changed with a call to
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// EffectQueueMatrix.setMax(int)
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maxtable[1] = 5; // Max 5 VERTEX Effects
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maxtable[2] = 5; // Max 5 FRAGMENT Effects
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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}
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