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library / src / main / java / org / distorted / library / DistortedObject.java @ 0a046359

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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.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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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.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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 * <p>
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 * General idea is as follows:
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 * <ul>
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 * <li> Create an instance of (some class descended from) DistortedObject
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 * <li> Paint something onto the Bitmap that's backing it up
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 * <li> Apply some effects
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 * <li> Draw it!
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 * </ul>
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 * <p>
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 * The effects we can apply fall into three general categories:
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 * <ul>
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 * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
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 * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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 *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
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 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
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 * </ul>
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 * <p>
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 * Just like in DistortedNode and DistortedFramebuffer, we need to have a static list of all
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 * DistortedObjects currently created by the application so that we can implement the 'mark for
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 * deletion now - actually delete on next render' thing.
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 * We need to be able to quickly retrieve an Object by its ID, thus a HashMap.
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 */
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public abstract class DistortedObject 
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  {
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  private static long mNextID =0;
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  private static HashMap<Long,DistortedObject> mObjects = new HashMap<>();
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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 boolean matrixCloned, vertexCloned, fragmentCloned;
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  private long mID;
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  private int mSizeX, mSizeY, mSizeZ; // in screen space
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  private int mHalfX, mHalfY, mHalfZ; // halfs of the above
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  protected DistortedObjectGrid mGrid = null;
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  private Bitmap[] mBmp= null; //
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  int[] mTextureDataH;         // have to be shared among all the cloned Objects
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  boolean[] mBitmapSet;        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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  private static Bitmap flipBitmap(Bitmap src)
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    {
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    Matrix matrix = new Matrix();
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    matrix.preScale(1.0f,-1.0f);
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    return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected abstract DistortedObject deepCopy(int flags);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected void initializeData(int x, int y, int z)
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    {
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    mSizeX= x; mHalfX = x/2;
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    mSizeY= y; mHalfY = y/2;
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    mSizeZ= z; mHalfZ = z/2;
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    mID = mNextID++;
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    mObjects.put(mID,this);
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    mTextureDataH   = new int[1];
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    mTextureDataH[0]= 0;
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    mBmp            = new Bitmap[1];
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    mBmp[0]         = null;
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    mBitmapSet      = new boolean[1];
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    mBitmapSet[0]   = false;
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    initializeEffectLists(this,0);
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    if( Distorted.isInitialized() ) resetTexture();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedObject d, int flags)
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    {
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    long objID = d.getID();
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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(objID);
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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(objID);
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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(objID);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this will be called on startup and every time OpenGL context has been lost
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// also call this from the constructor if the OpenGL context has been created already.
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  private void resetTexture()
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    {
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    if( mTextureDataH!=null )
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      {
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      if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
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      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
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      if( mBmp!=null && mBmp[0]!=null)
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        {
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        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp[0]), 0);
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        mBmp[0] = null;
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(long currTime, DistortedFramebuffer df)
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    {
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    DistortedFramebuffer.deleteAllMarked();
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.compute(currTime);
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    mM.send(df,mHalfX,mHalfY,mHalfZ);
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    mV.compute(currTime);
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    mV.send(mHalfX,mHalfY,mHalfZ);
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    mF.compute(currTime);
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    mF.send(mHalfX,mHalfY);
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.sendZero(df,mHalfX,mHalfY,mHalfZ);
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    mV.sendZero();
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    mF.sendZero();
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    mGrid.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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    mBmp          = null;
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    mGrid         = null;
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    mM            = null;
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    mV            = null;
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    mF            = null;
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    mTextureDataH = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  long getBitmapID()
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    {
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    return mBmp==null ? 0 : mBmp.hashCode();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void reset()
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    {
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    for(long id: mObjects.keySet())
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      {
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      mObjects.get(id).resetTexture();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void release()
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    {
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    for(long id: mObjects.keySet())
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      {
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      mObjects.get(id).releasePriv();
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      }
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    mObjects.clear();
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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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/**
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 * Default empty constructor so that derived classes can call it
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 */
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  public DistortedObject()
276
    {
277

    
278
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
282
 * Copy constructor used to create a DistortedObject based on various parts of another object.
283
 * <p>
284
 * Whatever we do not clone gets created just like in the default constructor.
285
 * We only call this from the descendant's classes' constructors where we have to pay attention
286
 * to give it the appropriate type of a DistortedObject!
287
 *
288
 * @param dc    Source object to create our object from
289
 * @param flags A bitmask of values specifying what to copy.
290
 *              For example, CLONE_BITMAP | CLONE_MATRIX.
291
 */
292
  public DistortedObject(DistortedObject dc, int flags)
293
    {
294
    initializeEffectLists(dc,flags);
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296
    mID = mNextID++;
297
    mObjects.put(mID,this);
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299
    mSizeX = dc.mSizeX;
300
    mSizeY = dc.mSizeY;
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    mSizeZ = dc.mSizeZ;
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    mHalfX = dc.mHalfX;
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    mHalfY = dc.mHalfY;
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    mHalfZ = dc.mHalfZ;
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    mGrid  = dc.mGrid;
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307
    if( (flags & Distorted.CLONE_BITMAP) != 0 )
308
      {
309
      mTextureDataH = dc.mTextureDataH;
310
      mBmp          = dc.mBmp;
311
      mBitmapSet    = dc.mBitmapSet;
312
      }
313
    else
314
      {
315
      mTextureDataH   = new int[1];
316
      mTextureDataH[0]= 0;
317
      mBitmapSet      = new boolean[1];
318
      mBitmapSet[0]   = false;
319
      mBmp            = new Bitmap[1];
320
      mBmp[0]         = null;
321

    
322
      if( Distorted.isInitialized() ) resetTexture();
323
      }
324
    }
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326
///////////////////////////////////////////////////////////////////////////////////////////////////
327
/**
328
 * Draw the DistortedObject to the location specified by current Matrix effects.    
329
 *     
330
 * @param currTime current time, in milliseconds.
331
 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
332
 *        Object.
333
 */
334
  public void draw(long currTime)
335
    {
336
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
337
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
338
    drawPriv(currTime, Distorted.mFramebuffer);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
343
 * Draw the DistortedObject to the Framebuffer passed.
344
 *
345
 * @param currTime Current time, in milliseconds.
346
 * @param df       Framebuffer to render this to.
347
 */
348
  public void draw(long currTime, DistortedFramebuffer df)
349
    {
350
    df.setAsOutput();
351
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
352
    drawPriv(currTime,df);
353
    }
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355
///////////////////////////////////////////////////////////////////////////////////////////////////
356
/**
357
 * Releases all resources.
358
 */
359
  public synchronized void delete()
360
    {
361
    releasePriv();
362
    mObjects.remove(this);
363
    }
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365
///////////////////////////////////////////////////////////////////////////////////////////////////
366
/**
367
 * Sets the underlying android.graphics.Bitmap object and uploads it to the GPU. 
368
 * <p>
369
 * You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call 
370
 * to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
371
 * 
372
 * @param bmp The android.graphics.Bitmap object to apply effects to and display.
373
 */
374
   
375
  public void setBitmap(Bitmap bmp)
376
    {
377
    mBitmapSet[0] = true;
378

    
379
    mSizeX= bmp.getWidth() ; mHalfX = mSizeX/2;
380
    mSizeY= bmp.getHeight(); mHalfY = mSizeY/2;
381

    
382
    if( Distorted.isInitialized() )
383
      {
384
      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
385
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
386
      GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(bmp), 0);
387
      }
388
    else
389
      {
390
      mBmp[0] = bmp;
391
      }
392
    }
393
    
394
///////////////////////////////////////////////////////////////////////////////////////////////////
395
/**
396
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
397
 * to one of the Effects that are currently applied to the DistortedObject.
398
 * 
399
 * @param el A class implementing the EffectListener interface that wants to get notifications.
400
 */
401
  public void addEventListener(EffectListener el)
402
    {
403
    mV.addListener(el);
404
    mF.addListener(el);
405
    mM.addListener(el);
406
    }
407

    
408
///////////////////////////////////////////////////////////////////////////////////////////////////
409
/**
410
 * Removes the calling class from the list of Listeners.
411
 * 
412
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
413
 */
414
  public void removeEventListener(EffectListener el)
415
    {
416
    mV.removeListener(el);
417
    mF.removeListener(el);
418
    mM.removeListener(el);
419
    }
420
   
421
///////////////////////////////////////////////////////////////////////////////////////////////////
422
/**
423
 * Returns the height of the DistortedObject.
424
 *    
425
 * @return height of the object, in pixels.
426
 */
427
  public int getWidth()
428
     {
429
     return mSizeX;   
430
     }
431

    
432
///////////////////////////////////////////////////////////////////////////////////////////////////
433
/**
434
 * Returns the width of the DistortedObject.
435
 * 
436
 * @return width of the Object, in pixels.
437
 */
438
  public int getHeight()
439
      {
440
      return mSizeY;  
441
      }
442
    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444
/**
445
 * Returns the depth of the DistortedObject.
446
 * 
447
 * @return depth of the Object, in pixels.
448
 */
449
  public int getDepth()
450
      {
451
      return mSizeZ;  
452
      }
453
        
454
///////////////////////////////////////////////////////////////////////////////////////////////////
455
/**
456
 * Returns unique ID of this instance.
457
 * 
458
 * @return ID of the object.
459
 */
460
  public long getID()
461
      {
462
      return mID;  
463
      }
464
    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466
/**
467
 * Aborts all Effects.
468
 * @return Number of effects aborted.
469
 */
470
  public int abortAllEffects()
471
      {
472
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
473
      }
474

    
475
///////////////////////////////////////////////////////////////////////////////////////////////////
476
/**
477
 * Aborts all Effects of a given type, for example all MATRIX Effects.
478
 * 
479
 * @param type one of the constants defined in {@link EffectTypes}
480
 * @return Number of effects aborted.
481
 */
482
  public int abortEffects(EffectTypes type)
483
    {
484
    switch(type)
485
      {
486
      case MATRIX  : return mM.abortAll(true);
487
      case VERTEX  : return mV.abortAll(true);
488
      case FRAGMENT: return mF.abortAll(true);
489
      default      : return 0;
490
      }
491
    }
492
    
493
///////////////////////////////////////////////////////////////////////////////////////////////////
494
/**
495
 * Aborts a single Effect.
496
 * 
497
 * @param id ID of the Effect we want to abort.
498
 * @return number of Effects aborted. Always either 0 or 1.
499
 */
500
  public int abortEffect(long id)
501
    {
502
    int type = (int)(id&EffectTypes.MASK);
503

    
504
    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
505
    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
506
    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
507

    
508
    return 0;
509
    }
510

    
511
///////////////////////////////////////////////////////////////////////////////////////////////////
512
/**
513
 * Abort all Effects of a given name, for example all rotations.
514
 * 
515
 * @param name one of the constants defined in {@link EffectNames}
516
 * @return number of Effects aborted.
517
 */
518
  public int abortEffects(EffectNames name)
519
    {
520
    switch(name.getType())
521
      {
522
      case MATRIX  : return mM.removeByType(name);
523
      case VERTEX  : return mV.removeByType(name);
524
      case FRAGMENT: return mF.removeByType(name);
525
      default      : return 0;
526
      }
527
    }
528
    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
532
 * 
533
 * @param id Effect ID we want to print info about
534
 * @return <code>true</code> if a single Effect of type effectType has been found.
535
 */
536
    
537
  public boolean printEffect(long id)
538
    {
539
    int type = (int)(id&EffectTypes.MASK);
540

    
541
    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
542
    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
543
    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
544

    
545
    return false;
546
    }
547
   
548
///////////////////////////////////////////////////////////////////////////////////////////////////   
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
// Individual effect functions.
551
///////////////////////////////////////////////////////////////////////////////////////////////////
552
// Matrix-based effects
553
///////////////////////////////////////////////////////////////////////////////////////////////////
554
/**
555
 * Moves the Object by a (possibly changing in time) vector.
556
 * 
557
 * @param vector 3-dimensional Data which at any given time will return a Static3D
558
 *               representing the current coordinates of the vector we want to move the Object with.
559
 * @return       ID of the effect added, or -1 if we failed to add one.
560
 */
561
  public long move(Data3D vector)
562
    {   
563
    return mM.add(EffectNames.MOVE,vector);
564
    }
565

    
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567
/**
568
 * Scales the Object by (possibly changing in time) 3D scale factors.
569
 * 
570
 * @param scale 3-dimensional Data which at any given time returns a Static3D
571
 *              representing the current x- , y- and z- scale factors.
572
 * @return      ID of the effect added, or -1 if we failed to add one.
573
 */
574
  public long scale(Data3D scale)
575
    {   
576
    return mM.add(EffectNames.SCALE,scale);
577
    }
578

    
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580
/**
581
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
582
 *
583
 * @param scale The factor to scale all 3 dimensions with.
584
 * @return      ID of the effect added, or -1 if we failed to add one.
585
 */
586
  public long scale(float scale)
587
    {
588
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593
 * Rotates the Object by 'angle' degrees around the center.
594
 * Static axis of rotation is given by the last parameter.
595
 *
596
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
597
 * @param axis   Axis of rotation
598
 * @param center Coordinates of the Point we are rotating around.
599
 * @return       ID of the effect added, or -1 if we failed to add one.
600
 */
601
  public long rotate(Data1D angle, Static3D axis, Data3D center )
602
    {   
603
    return mM.add(EffectNames.ROTATE, angle, axis, center);
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * Rotates the Object by 'angle' degrees around the center.
609
 * Here both angle and axis can dynamically change.
610
 *
611
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
612
 * @param center    Coordinates of the Point we are rotating around.
613
 * @return          ID of the effect added, or -1 if we failed to add one.
614
 */
615
  public long rotate(Data4D angleaxis, Data3D center)
616
    {
617
    return mM.add(EffectNames.ROTATE, angleaxis, center);
618
    }
619

    
620
///////////////////////////////////////////////////////////////////////////////////////////////////
621
/**
622
 * Rotates the Object by quaternion.
623
 *
624
 * @param quaternion The quaternion describing the rotation.
625
 * @param center     Coordinates of the Point we are rotating around.
626
 * @return           ID of the effect added, or -1 if we failed to add one.
627
 */
628
  public long quaternion(Data4D quaternion, Data3D center )
629
    {
630
    return mM.add(EffectNames.QUATERNION,quaternion,center);
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634
/**
635
 * Shears the Object.
636
 *
637
 * @param shear   The 3-tuple of shear factors. The first controls level
638
 *                of shearing in the X-axis, second - Y-axis and the third -
639
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
640
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
641
 * @param center  Center of shearing, i.e. the point which stays unmoved.
642
 * @return        ID of the effect added, or -1 if we failed to add one.
643
 */
644
  public long shear(Data3D shear, Data3D center)
645
    {
646
    return mM.add(EffectNames.SHEAR, shear, center);
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650
// Fragment-based effects  
651
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
654
 *        
655
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
656
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
657
 *               Valid range: <0,1>
658
 * @param color  Color to mix. (1,0,0) is RED.
659
 * @param region Region this Effect is limited to.
660
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
661
 * @return       ID of the effect added, or -1 if we failed to add one.
662
 */
663
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
664
    {
665
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
666
    }
667

    
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
/**
670
 * Makes the whole Object smoothly change all three of its RGB components.
671
 *
672
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
673
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
674
 *               Valid range: <0,1>
675
 * @param color  Color to mix. (1,0,0) is RED.
676
 * @return       ID of the effect added, or -1 if we failed to add one.
677
 */
678
  public long chroma(Data1D blend, Data3D color)
679
    {
680
    return mF.add(EffectNames.CHROMA, blend, color);
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684
/**
685
 * Makes a certain sub-region of the Object smoothly change its transparency level.
686
 *        
687
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
688
 *               moment: pixel.a *= alpha.
689
 *               Valid range: <0,1>
690
 * @param region Region this Effect is limited to. 
691
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
692
 * @return       ID of the effect added, or -1 if we failed to add one. 
693
 */
694
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
695
    {
696
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
697
    }
698

    
699
///////////////////////////////////////////////////////////////////////////////////////////////////
700
/**
701
 * Makes the whole Object smoothly change its transparency level.
702
 *
703
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
704
 *               given moment: pixel.a *= alpha.
705
 *               Valid range: <0,1>
706
 * @return       ID of the effect added, or -1 if we failed to add one.
707
 */
708
  public long alpha(Data1D alpha)
709
    {
710
    return mF.add(EffectNames.ALPHA, alpha);
711
    }
712

    
713
///////////////////////////////////////////////////////////////////////////////////////////////////
714
/**
715
 * Makes a certain sub-region of the Object smoothly change its brightness level.
716
 *        
717
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
718
 *                   at any given moment. Valid range: <0,infinity)
719
 * @param region     Region this Effect is limited to.
720
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
721
 * @return           ID of the effect added, or -1 if we failed to add one.
722
 */
723
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
724
    {
725
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
726
    }
727

    
728
///////////////////////////////////////////////////////////////////////////////////////////////////
729
/**
730
 * Makes the whole Object smoothly change its brightness level.
731
 *
732
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
733
 *                   at any given moment. Valid range: <0,infinity)
734
 * @return           ID of the effect added, or -1 if we failed to add one.
735
 */
736
  public long brightness(Data1D brightness)
737
    {
738
    return mF.add(EffectNames.BRIGHTNESS, brightness);
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Makes a certain sub-region of the Object smoothly change its contrast level.
744
 *        
745
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
746
 *                 at any given moment. Valid range: <0,infinity)
747
 * @param region   Region this Effect is limited to.
748
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
749
 * @return         ID of the effect added, or -1 if we failed to add one.
750
 */
751
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
752
    {
753
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
754
    }
755

    
756
///////////////////////////////////////////////////////////////////////////////////////////////////
757
/**
758
 * Makes the whole Object smoothly change its contrast level.
759
 *
760
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
761
 *                 at any given moment. Valid range: <0,infinity)
762
 * @return         ID of the effect added, or -1 if we failed to add one.
763
 */
764
  public long contrast(Data1D contrast)
765
    {
766
    return mF.add(EffectNames.CONTRAST, contrast);
767
    }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Makes a certain sub-region of the Object smoothly change its saturation level.
772
 *        
773
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
774
 *                   at any given moment. Valid range: <0,infinity)
775
 * @param region     Region this Effect is limited to.
776
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
777
 * @return           ID of the effect added, or -1 if we failed to add one.
778
 */
779
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
780
    {
781
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
782
    }
783

    
784
///////////////////////////////////////////////////////////////////////////////////////////////////
785
/**
786
 * Makes the whole Object smoothly change its saturation level.
787
 *
788
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
789
 *                   at any given moment. Valid range: <0,infinity)
790
 * @return           ID of the effect added, or -1 if we failed to add one.
791
 */
792
  public long saturation(Data1D saturation)
793
    {
794
    return mF.add(EffectNames.SATURATION, saturation);
795
    }
796

    
797
///////////////////////////////////////////////////////////////////////////////////////////////////
798
// Vertex-based effects  
799
///////////////////////////////////////////////////////////////////////////////////////////////////
800
/**
801
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
802
 *
803
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
804
 *               currently being dragged with.
805
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
806
 * @param region Region that masks the Effect.
807
 * @return       ID of the effect added, or -1 if we failed to add one.
808
 */
809
  public long distort(Data3D vector, Data3D center, Data4D region)
810
    {  
811
    return mV.add(EffectNames.DISTORT, vector, center, region);
812
    }
813

    
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * Distort the whole Object by a (possibly changing in time) vector of force.
817
 *
818
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
819
 *               currently being dragged with.
820
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
821
 * @return       ID of the effect added, or -1 if we failed to add one.
822
 */
823
  public long distort(Data3D vector, Data3D center)
824
    {
825
    return mV.add(EffectNames.DISTORT, vector, center, null);
826
    }
827

    
828
///////////////////////////////////////////////////////////////////////////////////////////////////
829
/**
830
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
831
 * a (possibly changing in time) point on the Object.
832
 *
833
 * @param vector Vector of force that deforms the shape of the whole Object.
834
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
835
 * @param region Region that masks the Effect.
836
 * @return       ID of the effect added, or -1 if we failed to add one.
837
 */
838
  public long deform(Data3D vector, Data3D center, Data4D region)
839
    {
840
    return mV.add(EffectNames.DEFORM, vector, center, region);
841
    }
842

    
843
///////////////////////////////////////////////////////////////////////////////////////////////////
844
/**
845
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
846
 * a (possibly changing in time) point on the Object.
847
 *     
848
 * @param vector Vector of force that deforms the shape of the whole Object.
849
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
850
 * @return       ID of the effect added, or -1 if we failed to add one.
851
 */
852
  public long deform(Data3D vector, Data3D center)
853
    {  
854
    return mV.add(EffectNames.DEFORM, vector, center, null);
855
    }
856

    
857
///////////////////////////////////////////////////////////////////////////////////////////////////  
858
/**
859
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
860
 * away from the center (degree<=1)
861
 *
862
 * @param sink   The current degree of the Effect.
863
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
864
 * @param region Region that masks the Effect.
865
 * @return       ID of the effect added, or -1 if we failed to add one.
866
 */
867
  public long sink(Data1D sink, Data3D center, Data4D region)
868
    {
869
    return mV.add(EffectNames.SINK, sink, center, region);
870
    }
871

    
872
///////////////////////////////////////////////////////////////////////////////////////////////////
873
/**
874
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
875
 * away from the center (degree<=1)
876
 *
877
 * @param sink   The current degree of the Effect.
878
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
879
 * @return       ID of the effect added, or -1 if we failed to add one.
880
 */
881
  public long sink(Data1D sink, Data3D center)
882
    {
883
    return mV.add(EffectNames.SINK, sink, center);
884
    }
885

    
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887
/**
888
 * Pull all points around the center of the Effect towards a line passing through the center
889
 * (that's if degree>=1) or push them away from the line (degree<=1)
890
 *
891
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
892
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
893
 * @param region Region that masks the Effect.
894
 * @return       ID of the effect added, or -1 if we failed to add one.
895
 */
896
  public long pinch(Data2D pinch, Data3D center, Data4D region)
897
    {
898
    return mV.add(EffectNames.PINCH, pinch, center, region);
899
    }
900

    
901
///////////////////////////////////////////////////////////////////////////////////////////////////
902
/**
903
 * Pull all points around the center of the Effect towards a line passing through the center
904
 * (that's if degree>=1) or push them away from the line (degree<=1)
905
 *
906
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
907
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
908
 * @return       ID of the effect added, or -1 if we failed to add one.
909
 */
910
  public long pinch(Data2D pinch, Data3D center)
911
    {
912
    return mV.add(EffectNames.PINCH, pinch, center);
913
    }
914

    
915
///////////////////////////////////////////////////////////////////////////////////////////////////  
916
/**
917
 * Rotate part of the Object around the Center of the Effect by a certain angle.
918
 *
919
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
920
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
921
 * @param region Region that masks the Effect.
922
 * @return       ID of the effect added, or -1 if we failed to add one.
923
 */
924
  public long swirl(Data1D swirl, Data3D center, Data4D region)
925
    {    
926
    return mV.add(EffectNames.SWIRL, swirl, center, region);
927
    }
928

    
929
///////////////////////////////////////////////////////////////////////////////////////////////////
930
/**
931
 * Rotate the whole Object around the Center of the Effect by a certain angle.
932
 *
933
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
934
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
935
 * @return       ID of the effect added, or -1 if we failed to add one.
936
 */
937
  public long swirl(Data1D swirl, Data3D center)
938
    {
939
    return mV.add(EffectNames.SWIRL, swirl, center);
940
    }
941

    
942
///////////////////////////////////////////////////////////////////////////////////////////////////
943
/**
944
 * Directional, sinusoidal wave effect.
945
 *
946
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
947
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
948
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
949
 *               describe the 'direction' of the wave.
950
 *               <p>
951
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
952
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
953
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
954
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
955
 *               <p>
956
 *               <p>
957
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
958
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
959
 *               will be sine shapes.
960
 *               <p>
961
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
962
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
963
 *               YZ-plane with be sine shapes.
964
 *               <p>
965
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
966
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
967
 *               value if sin at this point.
968
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
969
 * @return       ID of the effect added, or -1 if we failed to add one.
970
 */
971
  public long wave(Data5D wave, Data3D center)
972
    {
973
    return mV.add(EffectNames.WAVE, wave, center, null);
974
    }
975

    
976
///////////////////////////////////////////////////////////////////////////////////////////////////
977
/**
978
 * Directional, sinusoidal wave effect.
979
 *
980
 * @param wave   see {@link DistortedObject#wave(Data5D,Data3D)}
981
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
982
 * @param region Region that masks the Effect.
983
 * @return       ID of the effect added, or -1 if we failed to add one.
984
 */
985
  public long wave(Data5D wave, Data3D center, Data4D region)
986
    {
987
    return mV.add(EffectNames.WAVE, wave, center, region);
988
    }
989
  }
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