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library / src / main / java / org / distorted / library / DistortedEffects.java @ 09ab7524

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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.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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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.io.InputStream;
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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 POSITION_DATA_SIZE= 3; // Main Program: size of the position data in elements
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  private static final int NORMAL_DATA_SIZE  = 3; // Main Program: size of the normal data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Main Program: size of the texture coordinate data in elements.
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  private static DistortedProgram mProgram;
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  /// DEBUG ONLY /////
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  private static DistortedProgram mDebugProgram;
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  private static final FloatBuffer mQuadPositions;
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  static
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    {
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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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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  private static int mObjDH;
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  private static int mMVPMatrixH;
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  /// END DEBUG //////
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  private static float[] mMVPMatrix = new float[16];
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  private static float[] mTmpMatrix = new float[16];
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  private static long mNextID =0;
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  private long mID;
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  private static DistortedFramebuffer mBufferFBO = new DistortedFramebuffer(true,DistortedSurface.TYPE_SYST,1,1);
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final InputStream mainVertexStream   = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragmentStream = resources.openRawResource(R.raw.main_fragment_shader);
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    String mainVertexHeader= ("#version 100\n#define NUM_VERTEX "  + getMaxVertex()+"\n");
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    for(EffectNames name: EffectNames.values() )
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      {
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      if( name.getType()== EffectTypes.VERTEX)
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        mainVertexHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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      }
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    String mainFragmentHeader= ("#version 100\n#define NUM_FRAGMENT "  + getMaxFragment()+"\n");
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    for(EffectNames name: EffectNames.values() )
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      {
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      if( name.getType()== EffectTypes.FRAGMENT)
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        mainFragmentHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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      }
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    mProgram = new DistortedProgram(mainVertexStream,mainFragmentStream, mainVertexHeader, mainFragmentHeader);
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    int mainProgramH = mProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(mainProgramH);
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    EffectQueueMatrix.getUniforms(mainProgramH);
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    DistortedTexture.getUniforms(mainProgramH);
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    // DEBUG ONLY //////////////////////////////////////
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    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
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    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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    mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, "#version 100\n", "#version 100\n");
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    int debugProgramH = mDebugProgram.getProgramHandle();
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    mObjDH      = GLES30.glGetUniformLocation( debugProgramH, "u_objD");
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    mMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
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    // END DEBUG  //////////////////////////////////////
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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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// DEBUG ONLY
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  @SuppressWarnings("unused")
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  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedOutputSurface surface, float[] mvp, float[] vertices)
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    {
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    int len  = vertices.length/3;
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    int minx = Integer.MAX_VALUE;
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    int maxx = Integer.MIN_VALUE;
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    int miny = Integer.MAX_VALUE;
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    int maxy = Integer.MIN_VALUE;
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    int wx,wy;
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    float x,y,z, X,Y,W, ndcX,ndcY;
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    for(int i=0; i<len; i++)
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      {
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      x = 2*halfX*vertices[3*i  ];
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      y = 2*halfY*vertices[3*i+1];
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      z = 2*halfZ*vertices[3*i+2];
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      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
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      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
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      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
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      ndcX = X/W;
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      ndcY = Y/W;
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      wx = (int)(surface.mWidth *(ndcX+1)/2);
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      wy = (int)(surface.mHeight*(ndcY+1)/2);
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      if( wx<minx ) minx = wx;
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      if( wx>maxx ) maxx = wx;
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      if( wy<miny ) miny = wy;
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      if( wy>maxy ) maxy = wy;
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      }
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    mDebugProgram.useProgram();
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    surface.setAsOutput();
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    Matrix.setIdentityM( mTmpMatrix, 0);
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    Matrix.translateM  ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance);
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    Matrix.scaleM      ( mTmpMatrix, 0, (float)(maxx-minx)/(2*halfX), (float)(maxy-miny)/(2*halfY), 1.0f);
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    Matrix.translateM  ( mTmpMatrix, 0, halfX,-halfY, 0);
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    Matrix.multiplyMM  ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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    GLES30.glUniform2f( mObjDH , 2*halfX, 2*halfY);
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    GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
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    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedOutputSurface surface, 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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    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight);
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    if( mP.mNumEffects==0 )
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      {
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      mProgram.useProgram();
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      surface.setAsOutput();
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      mM.send(surface,halfInputW,halfInputH,halfZ);
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      mV.send(halfInputW,halfInputH,halfZ);
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      mF.send(halfInputW,halfInputH);
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      GLES30.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
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      GLES30.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
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      GLES30.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
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      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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      }
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    else
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      {
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      if( mV.mNumEffects==0 && mF.mNumEffects==0 && (mesh instanceof MeshFlat) && mM.canUseShortcut() )
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        {
263
        mM.constructMatrices(surface,halfInputW,halfInputH);
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        mP.render(2*halfInputW, 2*halfInputH, mM.getMVP(), surface);
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        }
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      else
267
        {
268
        mProgram.useProgram();
269
        mBufferFBO.resizeFast(surface.mWidth, surface.mHeight);
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        mBufferFBO.setAsOutput();
271
        GLES30.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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        GLES30.glClear( GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT);
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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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        GLES30.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
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        GLES30.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
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        GLES30.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
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        GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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281
        Matrix.setIdentityM(mTmpMatrix, 0);
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        Matrix.translateM(mTmpMatrix, 0, 0, 0, -surface.mDistance);
283
        Matrix.multiplyMM(mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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285
        mBufferFBO.setAsInput();
286
        mP.render(surface.mWidth, surface.mHeight, mMVPMatrix, surface);
287
        }
288
      }
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290
    /// DEBUG ONLY //////
291
    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
292
    /// END DEBUG ///////
293
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
296
   
297
  static void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedOutputSurface projection)
298
    {
299
    GLES30.glViewport(0, 0, projection.mWidth, projection.mHeight);
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301
    Matrix.setIdentityM(mTmpMatrix, 0);
302
    Matrix.translateM(mTmpMatrix, 0, 0, 0, -projection.mDistance);
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    Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mTmpMatrix, 0);
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    EffectQueueMatrix.sendZero(projection,halfInputW,halfInputH,halfInputW*mesh.zFactor);
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    EffectQueueVertex.sendZero();
307
    EffectQueueFragment.sendZero();
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    GLES30.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
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    GLES30.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
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    GLES30.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
313
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
316
   
317
  private void releasePriv()
318
    {
319
    if( !matrixCloned     ) mM.abortAll(false);
320
    if( !vertexCloned     ) mV.abortAll(false);
321
    if( !fragmentCloned   ) mF.abortAll(false);
322
    if( !postprocessCloned) mP.abortAll(false);
323

    
324
    mM = null;
325
    mV = null;
326
    mF = null;
327
    mP = null;
328
    }
329

    
330
///////////////////////////////////////////////////////////////////////////////////////////////////
331

    
332
  static void onDestroy()
333
    {
334
    mNextID = 0;
335
    }
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337
///////////////////////////////////////////////////////////////////////////////////////////////////
338
// PUBLIC API
339
///////////////////////////////////////////////////////////////////////////////////////////////////
340
/**
341
 * Create empty effect queue.
342
 */
343
  public DistortedEffects()
344
    {
345
    mID = ++mNextID;
346
    initializeEffectLists(this,0);
347
    }
348

    
349
///////////////////////////////////////////////////////////////////////////////////////////////////
350
/**
351
 * Copy constructor.
352
 * <p>
353
 * Whatever we do not clone gets created just like in the default constructor.
354
 *
355
 * @param dc    Source object to create our object from
356
 * @param flags A bitmask of values specifying what to copy.
357
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
358
 */
359
  public DistortedEffects(DistortedEffects dc, int flags)
360
    {
361
    mID = ++mNextID;
362
    initializeEffectLists(dc,flags);
363
    }
364

    
365
///////////////////////////////////////////////////////////////////////////////////////////////////
366
/**
367
 * Releases all resources. After this call, the queue should not be used anymore.
368
 */
369
  public synchronized void delete()
370
    {
371
    releasePriv();
372
    }
373

    
374
///////////////////////////////////////////////////////////////////////////////////////////////////
375
/**
376
 * Returns unique ID of this instance.
377
 *
378
 * @return ID of the object.
379
 */
380
  public long getID()
381
      {
382
      return mID;
383
      }
384

    
385
///////////////////////////////////////////////////////////////////////////////////////////////////
386
/**
387
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
388
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
389
 * 
390
 * @param el A class implementing the EffectListener interface that wants to get notifications.
391
 */
392
  public void registerForMessages(EffectListener el)
393
    {
394
    mV.registerForMessages(el);
395
    mF.registerForMessages(el);
396
    mM.registerForMessages(el);
397
    mP.registerForMessages(el);
398
    }
399

    
400
///////////////////////////////////////////////////////////////////////////////////////////////////
401
/**
402
 * Removes the calling class from the list of Listeners.
403
 * 
404
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
405
 */
406
  public void deregisterForMessages(EffectListener el)
407
    {
408
    mV.deregisterForMessages(el);
409
    mF.deregisterForMessages(el);
410
    mM.deregisterForMessages(el);
411
    mP.deregisterForMessages(el);
412
    }
413

    
414
///////////////////////////////////////////////////////////////////////////////////////////////////
415
/**
416
 * Aborts all Effects.
417
 * @return Number of effects aborted.
418
 */
419
  public int abortAllEffects()
420
      {
421
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
422
      }
423

    
424
///////////////////////////////////////////////////////////////////////////////////////////////////
425
/**
426
 * Aborts all Effects of a given type, for example all MATRIX Effects.
427
 * 
428
 * @param type one of the constants defined in {@link EffectTypes}
429
 * @return Number of effects aborted.
430
 */
431
  public int abortEffects(EffectTypes type)
432
    {
433
    switch(type)
434
      {
435
      case MATRIX     : return mM.abortAll(true);
436
      case VERTEX     : return mV.abortAll(true);
437
      case FRAGMENT   : return mF.abortAll(true);
438
      case POSTPROCESS: return mP.abortAll(true);
439
      default         : return 0;
440
      }
441
    }
442
    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444
/**
445
 * Aborts a single Effect.
446
 * 
447
 * @param id ID of the Effect we want to abort.
448
 * @return number of Effects aborted. Always either 0 or 1.
449
 */
450
  public int abortEffect(long id)
451
    {
452
    int type = (int)(id&EffectTypes.MASK);
453

    
454
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
455
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
456
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
457
    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
458

    
459
    return 0;
460
    }
461

    
462
///////////////////////////////////////////////////////////////////////////////////////////////////
463
/**
464
 * Abort all Effects of a given name, for example all rotations.
465
 * 
466
 * @param name one of the constants defined in {@link EffectNames}
467
 * @return number of Effects aborted.
468
 */
469
  public int abortEffects(EffectNames name)
470
    {
471
    switch(name.getType())
472
      {
473
      case MATRIX     : return mM.removeByType(name);
474
      case VERTEX     : return mV.removeByType(name);
475
      case FRAGMENT   : return mF.removeByType(name);
476
      case POSTPROCESS: return mP.removeByType(name);
477
      default         : return 0;
478
      }
479
    }
480
    
481
///////////////////////////////////////////////////////////////////////////////////////////////////
482
/**
483
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
484
 * 
485
 * @param id Effect ID we want to print info about
486
 * @return <code>true</code> if a single Effect of type effectType has been found.
487
 */
488
    
489
  public boolean printEffect(long id)
490
    {
491
    int type = (int)(id&EffectTypes.MASK);
492

    
493
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
494
    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
495
    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
496
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
497

    
498
    return false;
499
    }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
/**
503
 * Returns the maximum number of Matrix effects.
504
 *
505
 * @return The maximum number of Matrix effects
506
 */
507
  public static int getMaxMatrix()
508
    {
509
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Returns the maximum number of Vertex effects.
515
 *
516
 * @return The maximum number of Vertex effects
517
 */
518
  public static int getMaxVertex()
519
    {
520
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
521
    }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * Returns the maximum number of Fragment effects.
526
 *
527
 * @return The maximum number of Fragment effects
528
 */
529
  public static int getMaxFragment()
530
    {
531
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
532
    }
533

    
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
/**
536
 * Returns the maximum number of Postprocess effects.
537
 *
538
 * @return The maximum number of Postprocess effects
539
 */
540
  public static int getMaxPostprocess()
541
    {
542
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
548
 * This can fail if:
549
 * <ul>
550
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
551
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
552
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
553
 *     time only decreasing the value of 'max' is permitted.
554
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
555
 * </ul>
556
 *
557
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
558
 *            than Byte.MAX_VALUE
559
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
560
 */
561
  public static boolean setMaxMatrix(int max)
562
    {
563
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
564
    }
565

    
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567
/**
568
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
569
 * This can fail if:
570
 * <ul>
571
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
572
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
573
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
574
 *     time only decreasing the value of 'max' is permitted.
575
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
576
 * </ul>
577
 *
578
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
579
 *            than Byte.MAX_VALUE
580
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
581
 */
582
  public static boolean setMaxVertex(int max)
583
    {
584
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
585
    }
586

    
587
///////////////////////////////////////////////////////////////////////////////////////////////////
588
/**
589
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
590
 * This can fail if:
591
 * <ul>
592
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
593
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
594
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
595
 *     time only decreasing the value of 'max' is permitted.
596
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
597
 * </ul>
598
 *
599
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
600
 *            than Byte.MAX_VALUE
601
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
602
 */
603
  public static boolean setMaxFragment(int max)
604
    {
605
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
606
    }
607

    
608
///////////////////////////////////////////////////////////////////////////////////////////////////
609
/**
610
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
611
 * This can fail if:
612
 * <ul>
613
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
614
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
615
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
616
 *     time only decreasing the value of 'max' is permitted.
617
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
618
 * </ul>
619
 *
620
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
621
 *            than Byte.MAX_VALUE
622
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
623
 */
624
  public static boolean setMaxPostprocess(int max)
625
    {
626
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////   
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
// Individual effect functions.
632
///////////////////////////////////////////////////////////////////////////////////////////////////
633
// Matrix-based effects
634
///////////////////////////////////////////////////////////////////////////////////////////////////
635
/**
636
 * Moves the Object by a (possibly changing in time) vector.
637
 * 
638
 * @param vector 3-dimensional Data which at any given time will return a Static3D
639
 *               representing the current coordinates of the vector we want to move the Object with.
640
 * @return       ID of the effect added, or -1 if we failed to add one.
641
 */
642
  public long move(Data3D vector)
643
    {   
644
    return mM.add(EffectNames.MOVE,vector);
645
    }
646

    
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
/**
649
 * Scales the Object by (possibly changing in time) 3D scale factors.
650
 * 
651
 * @param scale 3-dimensional Data which at any given time returns a Static3D
652
 *              representing the current x- , y- and z- scale factors.
653
 * @return      ID of the effect added, or -1 if we failed to add one.
654
 */
655
  public long scale(Data3D scale)
656
    {   
657
    return mM.add(EffectNames.SCALE,scale);
658
    }
659

    
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661
/**
662
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
663
 *
664
 * @param scale The factor to scale all 3 dimensions with.
665
 * @return      ID of the effect added, or -1 if we failed to add one.
666
 */
667
  public long scale(float scale)
668
    {
669
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
670
    }
671

    
672
///////////////////////////////////////////////////////////////////////////////////////////////////
673
/**
674
 * Rotates the Object by 'angle' degrees around the center.
675
 * Static axis of rotation is given by the last parameter.
676
 *
677
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
678
 * @param axis   Axis of rotation
679
 * @param center Coordinates of the Point we are rotating around.
680
 * @return       ID of the effect added, or -1 if we failed to add one.
681
 */
682
  public long rotate(Data1D angle, Static3D axis, Data3D center )
683
    {   
684
    return mM.add(EffectNames.ROTATE, angle, axis, center);
685
    }
686

    
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688
/**
689
 * Rotates the Object by 'angle' degrees around the center.
690
 * Here both angle and axis can dynamically change.
691
 *
692
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
693
 * @param center    Coordinates of the Point we are rotating around.
694
 * @return          ID of the effect added, or -1 if we failed to add one.
695
 */
696
  public long rotate(Data4D angleaxis, Data3D center)
697
    {
698
    return mM.add(EffectNames.ROTATE, angleaxis, center);
699
    }
700

    
701
///////////////////////////////////////////////////////////////////////////////////////////////////
702
/**
703
 * Rotates the Object by quaternion.
704
 *
705
 * @param quaternion The quaternion describing the rotation.
706
 * @param center     Coordinates of the Point we are rotating around.
707
 * @return           ID of the effect added, or -1 if we failed to add one.
708
 */
709
  public long quaternion(Data4D quaternion, Data3D center )
710
    {
711
    return mM.add(EffectNames.QUATERNION,quaternion,center);
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715
/**
716
 * Shears the Object.
717
 *
718
 * @param shear   The 3-tuple of shear factors. The first controls level
719
 *                of shearing in the X-axis, second - Y-axis and the third -
720
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
721
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
722
 * @param center  Center of shearing, i.e. the point which stays unmoved.
723
 * @return        ID of the effect added, or -1 if we failed to add one.
724
 */
725
  public long shear(Data3D shear, Data3D center)
726
    {
727
    return mM.add(EffectNames.SHEAR, shear, center);
728
    }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731
// Fragment-based effects  
732
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
735
 *        
736
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
737
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
738
 *               Valid range: <0,1>
739
 * @param color  Color to mix. (1,0,0) is RED.
740
 * @param region Region this Effect is limited to.
741
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
742
 * @return       ID of the effect added, or -1 if we failed to add one.
743
 */
744
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
745
    {
746
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
747
    }
748

    
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Makes the whole Object smoothly change all three of its RGB components.
752
 *
753
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
754
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
755
 *               Valid range: <0,1>
756
 * @param color  Color to mix. (1,0,0) is RED.
757
 * @return       ID of the effect added, or -1 if we failed to add one.
758
 */
759
  public long chroma(Data1D blend, Data3D color)
760
    {
761
    return mF.add(EffectNames.CHROMA, blend, color);
762
    }
763

    
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
/**
766
 * Makes a certain sub-region of the Object smoothly change its transparency level.
767
 *        
768
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
769
 *               moment: pixel.a *= alpha.
770
 *               Valid range: <0,1>
771
 * @param region Region this Effect is limited to. 
772
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
773
 * @return       ID of the effect added, or -1 if we failed to add one. 
774
 */
775
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
776
    {
777
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
778
    }
779

    
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782
 * Makes the whole Object smoothly change its transparency level.
783
 *
784
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
785
 *               given moment: pixel.a *= alpha.
786
 *               Valid range: <0,1>
787
 * @return       ID of the effect added, or -1 if we failed to add one.
788
 */
789
  public long alpha(Data1D alpha)
790
    {
791
    return mF.add(EffectNames.ALPHA, alpha);
792
    }
793

    
794
///////////////////////////////////////////////////////////////////////////////////////////////////
795
/**
796
 * Makes a certain sub-region of the Object smoothly change its brightness level.
797
 *        
798
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
799
 *                   at any given moment. Valid range: <0,infinity)
800
 * @param region     Region this Effect is limited to.
801
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
802
 * @return           ID of the effect added, or -1 if we failed to add one.
803
 */
804
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
805
    {
806
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
807
    }
808

    
809
///////////////////////////////////////////////////////////////////////////////////////////////////
810
/**
811
 * Makes the whole Object smoothly change its brightness level.
812
 *
813
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
814
 *                   at any given moment. Valid range: <0,infinity)
815
 * @return           ID of the effect added, or -1 if we failed to add one.
816
 */
817
  public long brightness(Data1D brightness)
818
    {
819
    return mF.add(EffectNames.BRIGHTNESS, brightness);
820
    }
821

    
822
///////////////////////////////////////////////////////////////////////////////////////////////////
823
/**
824
 * Makes a certain sub-region of the Object smoothly change its contrast level.
825
 *        
826
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
827
 *                 at any given moment. Valid range: <0,infinity)
828
 * @param region   Region this Effect is limited to.
829
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
830
 * @return         ID of the effect added, or -1 if we failed to add one.
831
 */
832
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
833
    {
834
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
835
    }
836

    
837
///////////////////////////////////////////////////////////////////////////////////////////////////
838
/**
839
 * Makes the whole Object smoothly change its contrast level.
840
 *
841
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
842
 *                 at any given moment. Valid range: <0,infinity)
843
 * @return         ID of the effect added, or -1 if we failed to add one.
844
 */
845
  public long contrast(Data1D contrast)
846
    {
847
    return mF.add(EffectNames.CONTRAST, contrast);
848
    }
849

    
850
///////////////////////////////////////////////////////////////////////////////////////////////////
851
/**
852
 * Makes a certain sub-region of the Object smoothly change its saturation level.
853
 *        
854
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
855
 *                   at any given moment. Valid range: <0,infinity)
856
 * @param region     Region this Effect is limited to.
857
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
858
 * @return           ID of the effect added, or -1 if we failed to add one.
859
 */
860
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
861
    {
862
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
863
    }
864

    
865
///////////////////////////////////////////////////////////////////////////////////////////////////
866
/**
867
 * Makes the whole Object smoothly change its saturation level.
868
 *
869
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
870
 *                   at any given moment. Valid range: <0,infinity)
871
 * @return           ID of the effect added, or -1 if we failed to add one.
872
 */
873
  public long saturation(Data1D saturation)
874
    {
875
    return mF.add(EffectNames.SATURATION, saturation);
876
    }
877

    
878
///////////////////////////////////////////////////////////////////////////////////////////////////
879
// Vertex-based effects  
880
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
883
 *
884
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
885
 *               currently being dragged with.
886
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
887
 * @param region Region that masks the Effect.
888
 * @return       ID of the effect added, or -1 if we failed to add one.
889
 */
890
  public long distort(Data3D vector, Data3D center, Data4D region)
891
    {  
892
    return mV.add(EffectNames.DISTORT, vector, center, region);
893
    }
894

    
895
///////////////////////////////////////////////////////////////////////////////////////////////////
896
/**
897
 * Distort the whole Object by a (possibly changing in time) vector of force.
898
 *
899
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
900
 *               currently being dragged with.
901
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
902
 * @return       ID of the effect added, or -1 if we failed to add one.
903
 */
904
  public long distort(Data3D vector, Data3D center)
905
    {
906
    return mV.add(EffectNames.DISTORT, vector, center, null);
907
    }
908

    
909
///////////////////////////////////////////////////////////////////////////////////////////////////
910
/**
911
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
912
 * a (possibly changing in time) point on the Object.
913
 *
914
 * @param vector Vector of force that deforms the shape of the whole Object.
915
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
916
 * @param region Region that masks the Effect.
917
 * @return       ID of the effect added, or -1 if we failed to add one.
918
 */
919
  public long deform(Data3D vector, Data3D center, Data4D region)
920
    {
921
    return mV.add(EffectNames.DEFORM, vector, center, region);
922
    }
923

    
924
///////////////////////////////////////////////////////////////////////////////////////////////////
925
/**
926
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
927
 * a (possibly changing in time) point on the Object.
928
 *     
929
 * @param vector Vector of force that deforms the shape of the whole Object.
930
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
931
 * @return       ID of the effect added, or -1 if we failed to add one.
932
 */
933
  public long deform(Data3D vector, Data3D center)
934
    {  
935
    return mV.add(EffectNames.DEFORM, vector, center, null);
936
    }
937

    
938
///////////////////////////////////////////////////////////////////////////////////////////////////  
939
/**
940
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
941
 * away from the center (degree<=1)
942
 *
943
 * @param sink   The current degree of the Effect.
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 sink(Data1D sink, Data3D center, Data4D region)
949
    {
950
    return mV.add(EffectNames.SINK, sink, center, region);
951
    }
952

    
953
///////////////////////////////////////////////////////////////////////////////////////////////////
954
/**
955
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
956
 * away from the center (degree<=1)
957
 *
958
 * @param sink   The current degree of the Effect.
959
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
960
 * @return       ID of the effect added, or -1 if we failed to add one.
961
 */
962
  public long sink(Data1D sink, Data3D center)
963
    {
964
    return mV.add(EffectNames.SINK, sink, center);
965
    }
966

    
967
///////////////////////////////////////////////////////////////////////////////////////////////////
968
/**
969
 * Pull all points around the center of the Effect towards a line passing through the center
970
 * (that's if degree>=1) or push them away from the line (degree<=1)
971
 *
972
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
973
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
974
 * @param region Region that masks the Effect.
975
 * @return       ID of the effect added, or -1 if we failed to add one.
976
 */
977
  public long pinch(Data2D pinch, Data3D center, Data4D region)
978
    {
979
    return mV.add(EffectNames.PINCH, pinch, center, region);
980
    }
981

    
982
///////////////////////////////////////////////////////////////////////////////////////////////////
983
/**
984
 * Pull all points around the center of the Effect towards a line passing through the center
985
 * (that's if degree>=1) or push them away from the line (degree<=1)
986
 *
987
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
988
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
989
 * @return       ID of the effect added, or -1 if we failed to add one.
990
 */
991
  public long pinch(Data2D pinch, Data3D center)
992
    {
993
    return mV.add(EffectNames.PINCH, pinch, center);
994
    }
995

    
996
///////////////////////////////////////////////////////////////////////////////////////////////////  
997
/**
998
 * Rotate part of the Object around the Center of the Effect by a certain angle.
999
 *
1000
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1001
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1002
 * @param region Region that masks the Effect.
1003
 * @return       ID of the effect added, or -1 if we failed to add one.
1004
 */
1005
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1006
    {    
1007
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1008
    }
1009

    
1010
///////////////////////////////////////////////////////////////////////////////////////////////////
1011
/**
1012
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1013
 *
1014
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1015
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1016
 * @return       ID of the effect added, or -1 if we failed to add one.
1017
 */
1018
  public long swirl(Data1D swirl, Data3D center)
1019
    {
1020
    return mV.add(EffectNames.SWIRL, swirl, center);
1021
    }
1022

    
1023
///////////////////////////////////////////////////////////////////////////////////////////////////
1024
/**
1025
 * Directional, sinusoidal wave effect.
1026
 *
1027
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1028
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1029
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1030
 *               describe the 'direction' of the wave.
1031
 *               <p>
1032
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1033
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1034
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1035
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1036
 *               <p>
1037
 *               <p>
1038
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1039
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1040
 *               will be sine shapes.
1041
 *               <p>
1042
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1043
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1044
 *               YZ-plane with be sine shapes.
1045
 *               <p>
1046
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1047
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1048
 *               value if sin at this point.
1049
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1050
 * @return       ID of the effect added, or -1 if we failed to add one.
1051
 */
1052
  public long wave(Data5D wave, Data3D center)
1053
    {
1054
    return mV.add(EffectNames.WAVE, wave, center, null);
1055
    }
1056

    
1057
///////////////////////////////////////////////////////////////////////////////////////////////////
1058
/**
1059
 * Directional, sinusoidal wave effect.
1060
 *
1061
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1062
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1063
 * @param region Region that masks the Effect.
1064
 * @return       ID of the effect added, or -1 if we failed to add one.
1065
 */
1066
  public long wave(Data5D wave, Data3D center, Data4D region)
1067
    {
1068
    return mV.add(EffectNames.WAVE, wave, center, region);
1069
    }
1070

    
1071
///////////////////////////////////////////////////////////////////////////////////////////////////
1072
// Postprocess-based effects
1073
///////////////////////////////////////////////////////////////////////////////////////////////////
1074
/**
1075
 * Blur the object.
1076
 *
1077
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
1078
 *               take into account 10 pixels in each direction.
1079
 * @return ID of the effect added, or -1 if we failed to add one.
1080
 */
1081
  public long blur(Data1D radius)
1082
    {
1083
    return mP.add(EffectNames.BLUR, radius);
1084
    }
1085
  }
(4-4/22)