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Revision 0df17fad

Added by Leszek Koltunski almost 8 years ago

- Javadoc for EffectNames
- make Matrix effects consistent with the rest (center of effect as last parameter!)
- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)

View differences:

src/main/java/org/distorted/library/DistortedObject.java
171 171
   
172 172
  void releasePriv()
173 173
    {
174
    if( matrixCloned  ==false) mM.abortAll();
175
    if( vertexCloned  ==false) mV.abortAll();
176
    if( fragmentCloned==false) mF.abortAll();
174
    if( matrixCloned  ==false) mM.abortAll(false);
175
    if( vertexCloned  ==false) mV.abortAll(false);
176
    if( fragmentCloned==false) mF.abortAll(false);
177 177

  
178 178
    mBmp          = null;
179 179
    mGrid         = null;
......
374 374
 */
375 375
  public int abortAllEffects()
376 376
      {
377
      return mM.abortAll() + mV.abortAll() + mF.abortAll();
377
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
378 378
      }
379 379

  
380 380
///////////////////////////////////////////////////////////////////////////////////////////////////
......
388 388
    {
389 389
    switch(type)
390 390
      {
391
      case MATRIX  : return mM.abortAll();
392
      case VERTEX  : return mV.abortAll();
393
      case FRAGMENT: return mF.abortAll();
391
      case MATRIX  : return mM.abortAll(true);
392
      case VERTEX  : return mV.abortAll(true);
393
      case FRAGMENT: return mF.abortAll(true);
394 394
      default      : return 0;
395 395
      }
396 396
    }
......
498 498
 * Rotates the Object by 'angle' degrees around the center.
499 499
 * Static axis of rotation is given by the last parameter.
500 500
 *
501
 * @param center Coordinates of the Point we are rotating around.
502 501
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
503 502
 * @param axis   Axis of rotation
503
 * @param center Coordinates of the Point we are rotating around.
504 504
 * @return       ID of the effect added, or -1 if we failed to add one.
505 505
 */
506
  public long rotate(Data3D center, Data1D angle, Static3D axis)
506
  public long rotate(Data1D angle, Static3D axis, Data3D center )
507 507
    {   
508
    return mM.add(EffectNames.ROTATE, center, angle, axis);
508
    return mM.add(EffectNames.ROTATE, angle, axis, center);
509 509
    }
510 510

  
511 511
///////////////////////////////////////////////////////////////////////////////////////////////////
......
513 513
 * Rotates the Object by 'angle' degrees around the center.
514 514
 * Here both angle and axis can dynamically change.
515 515
 *
516
 * @param center    Coordinates of the Point we are rotating around.
517 516
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
517
 * @param center    Coordinates of the Point we are rotating around.
518 518
 * @return          ID of the effect added, or -1 if we failed to add one.
519 519
 */
520
  public long rotate(Data3D center, Data4D angleaxis)
520
  public long rotate(Data4D angleaxis, Data3D center)
521 521
    {
522
    return mM.add(EffectNames.ROTATE, center, angleaxis);
522
    return mM.add(EffectNames.ROTATE, angleaxis, center);
523 523
    }
524 524

  
525 525
///////////////////////////////////////////////////////////////////////////////////////////////////
526 526
/**
527 527
 * Rotates the Object by quaternion.
528
 *   
529
 * @param center     Coordinates of the Point we are rotating around.
528
 *
530 529
 * @param quaternion The quaternion describing the rotation.
530
 * @param center     Coordinates of the Point we are rotating around.
531 531
 * @return           ID of the effect added, or -1 if we failed to add one.
532 532
 */
533
  public long quaternion(Data3D center, Data4D quaternion)
533
  public long quaternion(Data4D quaternion, Data3D center )
534 534
    {
535
    return mM.add(EffectNames.QUATERNION,center,quaternion);
535
    return mM.add(EffectNames.QUATERNION,quaternion,center);
536 536
    }
537 537

  
538 538
///////////////////////////////////////////////////////////////////////////////////////////////////
539 539
/**
540 540
 * Shears the Object.
541 541
 *
542
 * @param center  Center of shearing, i.e. the point which stays unmoved.
543 542
 * @param shear   The 3-tuple of shear factors.
543
 * @param center  Center of shearing, i.e. the point which stays unmoved.
544 544
 * @return        ID of the effect added, or -1 if we failed to add one.
545 545
 */
546
  public long shear(Data3D center, Data3D shear)
546
  public long shear(Data3D shear, Data3D center)
547 547
    {
548
    return mM.add(EffectNames.SHEAR, center, shear);
548
    return mM.add(EffectNames.SHEAR, shear, center);
549 549
    }
550 550

  
551 551
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/EffectMessageSender.java
116 116
        
117 117
  static void newMessage(EffectListener l, EffectMessage m, long id, int name, long bmpID, String str)
118 118
    {
119
    Message msg = mThis.new Message(l,m,id,name,bmpID,str);
120
    mList.add(msg);   
119
    if( mThis!=null )
120
      {
121
      Message msg = mThis.new Message(l,m,id,name,bmpID,str);
122
      mList.add(msg);
123
      }
121 124
    }
122 125
  }
123 126
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/EffectNames.java
22 22
///////////////////////////////////////////////////////////////////////////////////////////////////
23 23
/**
24 24
 * Names of Effects one can apply to DistortedObjects.
25
 * <p>
26
 * Effect's 'unity' is a set of values which
25 27
 */
26 28
public enum EffectNames
27 29
  {
28 30
  // EFFECT NAME /////// EFFECT TYPE ////////////// UNITY /////////////////////////
29
   
31

  
32
  /////////////////////////////////////////////////////////////////////////////////
33
  // MATRIX EFFECTS.
34
  // Always 7 Uniforms: 4 per-effect interpolated values + 3 dimensional center.
35
 /**
36
   * Rotate the whole Object around a center point (in angle-axis notation).
37
   * <p>
38
   * 7 Uniforms: (angle,axisX,axisY,axisZ,centerX,centerY,centerZ)
39
   * Unity: angle==0
40
   */
30 41
  ROTATE           ( EffectTypes.MATRIX  ,   new float[] {0.0f}           ),
31
  QUATERNION       ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),      // quaternion is a unity iff its axis (x,y,z) is (0,0,0)
42
 /**
43
   * Rotate the whole Object around a center point (in quaternion notation).
44
   * <p>
45
   * 7 Uniforms: (quatX,quatY,quatZ,quatW,centerX,centerY,centerZ)
46
   * Unity: (quatX,quatY,quatZ) = (0,0,0)
47
   */
48
  QUATERNION       ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
49
 /**
50
   * Move the whole Object by a vector.
51
   * <p>
52
   * 7 Uniforms: (vectorX,vectorY,vectorZ,UNUSED,UNUSED,UNUSED,UNUSED)
53
   * Unity: (vectorX,vectorY,vectorZ) = (0,0,0)
54
   */
32 55
  MOVE             ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
56
 /**
57
   * Scale the whole Object independently in all 3 dimensions.
58
   * <p>
59
   * 7 Uniforms: (scaleX,scaleY,scaleZ,UNUSED,UNUSED,UNUSED,UNUSED)
60
   * Unity: (scaleX,scaleY,scaleZ) = (1,1,1)
61
   */
33 62
  SCALE            ( EffectTypes.MATRIX  ,   new float[] {1.0f,1.0f,1.0f} ),
63
 /**
64
   * Shear the whole Object in 3 dimensions around a center point.
65
   * <p>
66
   * 7 Uniforms: (shearX,shearY,shearZ,UNUSED,centerX,centerY,centerZ)
67
   * Unity:  (shearX,shearY,shearZ) = (0,0,0)
68
   */
34 69
  SHEAR            ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
35 70
  // add new Matrix effects here...
36
  
71

  
72
 /////////////////////////////////////////////////////////////////////////////////
73
 // VERTEX EFFECTS
74
 // Always 9 Uniforms: 3 per-effect interpolated values, 4-dimensional Region,
75
 // 2-dimensional center of the effect.
76
 /**
77
   * Apply a 3D vector of force to area around a point on the surface of the Object.
78
   * <p>
79
   * 9 Uniforms: (forceX,forceY,forceZ,regionX,regionY,regionRX,regionRY,centerX,centerY)
80
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
81
   */
37 82
  DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} ),      // keep this the first VERT effect (reason: getType)
83
 /**
84
   * Deform the whole Object by applying a 2D vector of force to a center point.
85
   * <p>
86
   * 9 Uniforms: (forceX,forceY,UNUSED,UNUSED,UNUSED,UNUSED,UNUSED,centerX,centerY)
87
   * Unity: (forceX,forceY) = (0,0)
88
   */
38 89
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      ),
90
 /**
91
   * Pull (or push away) all points around a center point to (from) it.
92
   * <p>
93
   * 9 Uniforms: (sinkFactor,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
94
   * Unity: sinkFactor = 1
95
   */
39 96
  SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           ),
97
 /**
98
   * Smoothly rotate a limited area around a center point.
99
   * <p>
100
   * 9 Uniforms: (swirlAngle,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
101
   * Unity: swirlAngle = 0
102
   */
40 103
  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
41
  WAVE             ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
42 104
  // add new Vertex Effects here...
43
  
105

  
106
 /////////////////////////////////////////////////////////////////////////////////
107
 // FRAGMENT EFFECTS
108
 // Always 8 Uniforms: 4-per effect interpolated values, 4 dimensional Region.
109
 /**
110
   * Create square-shaped macroblocks.
111
   * <p>
112
   * 8 Uniforms: (macroblockSize,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
113
   * Unity: macroblockSize = 1
114
   */
44 115
  MACROBLOCK       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),      // keep this the first FRAG effect (reason: getType)
116
 /**
117
   * Make a given Region (partially) transparent.
118
   * <p>
119
   * 8 Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
120
   * Unity: transparencyLevel = 1
121
   */
45 122
  ALPHA            ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
123
 /**
124
   * Make a given Region (partially) transparent.
125
   * Effect smoothly fades towards the edges of the region.
126
   * <p>
127
   * 8 Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
128
   * Unity: transparencyLevel = 1
129
   */
46 130
  SMOOTH_ALPHA     ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
131
 /**
132
   * Blend current color in the texture with a given color.
133
   * <p>
134
   * 8 Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
135
   * Unity: blendLevel = 0
136
   */
47 137
  CHROMA           ( EffectTypes.FRAGMENT,   new float[] {0.0f}           ),
138
 /**
139
   * Smoothly blend current color in the texture with a given color.
140
   * <p>
141
   * 8 Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
142
   * Unity: blendLevel = 0
143
   */
48 144
  SMOOTH_CHROMA    ( EffectTypes.FRAGMENT,   new float[] {0.0f}           ),
145
 /**
146
   * Change brightness level of a given Region.
147
   * <p>
148
   * 8 Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
149
   * Unity: brightnessLevel = 1
150
   */
49 151
  BRIGHTNESS       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
152
 /**
153
   * Smoothly change brightness level of a given Region.
154
   * <p>
155
   * 8 Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
156
   * Unity: brightnessLevel = 1
157
   */
50 158
  SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
159
 /**
160
   * Change saturation level of a given Region.
161
   * <p>
162
   * 8 Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
163
   * Unity: saturationLevel = 1
164
   */
51 165
  SATURATION       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
166
 /**
167
   * Smoothly change saturation level of a given Region.
168
   * <p>
169
   * 8 Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
170
   * Unity: saturationLevel = 1
171
   */
52 172
  SMOOTH_SATURATION( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
173
 /**
174
   * Change contrast level of a given Region.
175
   * <p>
176
   * 8 Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
177
   * Unity: contrastLevel = 1
178
   */
53 179
  CONTRAST         ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
54
  SMOOTH_CONTRAST  ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
55
  HUE              ( EffectTypes.FRAGMENT,   new float[] {0.0f}           ),
56
  SMOOTH_HUE       ( EffectTypes.FRAGMENT,   new float[] {0.0f}           );
180
 /**
181
   * Smoothly change contrast level of a given Region.
182
   * <p>
183
   * 8 Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
184
   * Unity: contrastLevel = 1
185
   */
186
  SMOOTH_CONTRAST  ( EffectTypes.FRAGMENT,   new float[] {1.0f}           );
57 187
  // add new Fragment effects here...
58 188

  
59 189
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/EffectQueue.java
195 195
    }
196 196

  
197 197
///////////////////////////////////////////////////////////////////////////////////////////////////
198
  
199
  synchronized int abortAll()
198
// we do want to notify Listeners if they called 'abortAll' themselves but don't want to notify
199
// them if it is the library itself which is releasing resources.
200

  
201
  synchronized int abortAll(boolean notify)
200 202
    {
201 203
    int ret = mNumEffects;
202 204
    long removedID;
......
208 210
      mInter[1][i] = null;
209 211
      mInter[2][i] = null;
210 212

  
211
      removedID = mID[i];
212
      removedType= mType[i];
213

  
214
      for(int j=0; j<mNumListeners; j++)
215
        EffectMessageSender.newMessage( mListeners.elementAt(j),
216
                                        EffectMessage.EFFECT_REMOVED,
217
                                        (removedID<<EffectTypes.LENGTH)+EffectNames.getType(removedType).type,
218
                                        removedType,
219
                                        mBitmapID,
220
                                        null);
213
      if( notify )
214
        {
215
        removedID = mID[i];
216
        removedType= mType[i];
217

  
218
        for(int j=0; j<mNumListeners; j++)
219
          EffectMessageSender.newMessage( mListeners.elementAt(j),
220
                                          EffectMessage.EFFECT_REMOVED,
221
                                          (removedID<<EffectTypes.LENGTH)+EffectNames.getType(removedType).type,
222
                                          removedType,
223
                                          mBitmapID,
224
                                          null);
225
        }
221 226
      }
222 227

  
223 228
    mNumEffects= 0;
src/main/java/org/distorted/library/EffectQueueMatrix.java
105 105
   
106 106
    for(int i=0; i<mNumEffects; i++)
107 107
      {
108
      if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i+3, mCurrentDuration[i], step) )
108
      if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
109 109
        {
110 110
        for(int j=0; j<mNumListeners; j++)
111 111
          EffectMessageSender.newMessage( mListeners.elementAt(j),
......
115 115
                                          mBitmapID,
116 116
                                          null);
117 117

  
118
        if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i+3) )
118
        if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i) )
119 119
          {
120 120
          remove(i);
121 121
          i--;
......
125 125

  
126 126
      if( mInter[1][i]!=null )
127 127
        {
128
        mInter[1][i].interpolateMain(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i]);
128
        mInter[1][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+4, mCurrentDuration[i]);
129 129
        }
130 130

  
131 131
      mCurrentDuration[i] += step;
......
161 161
      {
162 162
      if (mType[i] == EffectNames.ROTATE.ordinal() )
163 163
        {
164
        x = mUniforms[NUM_UNIFORMS*i  ];
165
        y = mUniforms[NUM_UNIFORMS*i+1];
166
        z = mUniforms[NUM_UNIFORMS*i+2];
164
        x = mUniforms[NUM_UNIFORMS*i+4];
165
        y = mUniforms[NUM_UNIFORMS*i+5];
166
        z = mUniforms[NUM_UNIFORMS*i+6];
167 167

  
168 168
        Matrix.translateM(viewMatrix, 0, x,-y, z); 
169
        Matrix.rotateM( viewMatrix, 0, mUniforms[NUM_UNIFORMS*i+3], mUniforms[NUM_UNIFORMS*i+4], mUniforms[NUM_UNIFORMS*i+5], mUniforms[NUM_UNIFORMS*i+6]);  
169
        Matrix.rotateM( viewMatrix, 0, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
170 170
        Matrix.translateM(viewMatrix, 0,-x, y,-z);  
171 171
        }
172 172
      else if(mType[i] == EffectNames.QUATERNION.ordinal() )
173 173
        {
174
        x = mUniforms[NUM_UNIFORMS*i  ];
175
        y = mUniforms[NUM_UNIFORMS*i+1];
176
        z = mUniforms[NUM_UNIFORMS*i+2];
174
        x = mUniforms[NUM_UNIFORMS*i+4];
175
        y = mUniforms[NUM_UNIFORMS*i+5];
176
        z = mUniforms[NUM_UNIFORMS*i+6];
177 177
     	
178 178
        Matrix.translateM(viewMatrix, 0, x,-y, z); 
179
        multiplyByQuat(viewMatrix, mUniforms[NUM_UNIFORMS*i+3], mUniforms[NUM_UNIFORMS*i+4], mUniforms[NUM_UNIFORMS*i+5], mUniforms[NUM_UNIFORMS*i+6]);
179
        multiplyByQuat(viewMatrix, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
180 180
        Matrix.translateM(viewMatrix, 0,-x, y,-z);  
181 181
        }
182 182
      else if(mType[i] == EffectNames.MOVE.ordinal() )
183 183
        {
184
        sx = mUniforms[NUM_UNIFORMS*i+3];   
185
        sy = mUniforms[NUM_UNIFORMS*i+4];   
186
        sz = mUniforms[NUM_UNIFORMS*i+5];   
184
        sx = mUniforms[NUM_UNIFORMS*i  ];
185
        sy = mUniforms[NUM_UNIFORMS*i+1];
186
        sz = mUniforms[NUM_UNIFORMS*i+2];
187 187
        
188 188
        Matrix.translateM(viewMatrix, 0, sx,-sy, sz);   
189 189
        }
190 190
      else if(mType[i] == EffectNames.SCALE.ordinal() )
191 191
        {
192
        sx = mUniforms[NUM_UNIFORMS*i+3];   
193
        sy = mUniforms[NUM_UNIFORMS*i+4];   
194
        sz = mUniforms[NUM_UNIFORMS*i+5];   
192
        sx = mUniforms[NUM_UNIFORMS*i  ];
193
        sy = mUniforms[NUM_UNIFORMS*i+1];
194
        sz = mUniforms[NUM_UNIFORMS*i+2];
195 195

  
196 196
        Matrix.scaleM(viewMatrix, 0, sx, sy, sz);  
197 197
        }
198 198
      else if(mType[i] == EffectNames.SHEAR.ordinal() )
199 199
        {
200
        x  = mUniforms[NUM_UNIFORMS*i  ];
201
        y  = mUniforms[NUM_UNIFORMS*i+1];
202
        z  = mUniforms[NUM_UNIFORMS*i+2];
203
        
204
        sx = mUniforms[NUM_UNIFORMS*i+3];   
205
        sy = mUniforms[NUM_UNIFORMS*i+4];   
206
        sz = mUniforms[NUM_UNIFORMS*i+5];   
207
        
200
        sx = mUniforms[NUM_UNIFORMS*i  ];
201
        sy = mUniforms[NUM_UNIFORMS*i+1];
202
        sz = mUniforms[NUM_UNIFORMS*i+2];
203

  
204
        x  = mUniforms[NUM_UNIFORMS*i+4];
205
        y  = mUniforms[NUM_UNIFORMS*i+5];
206
        z  = mUniforms[NUM_UNIFORMS*i+6];
207

  
208 208
        Matrix.translateM(viewMatrix, 0, x,-y, z); 
209 209
      
210 210
        viewMatrix[4] += sx*viewMatrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear. TODO: change this so it is symmetric w respect to all the axis.
......
260 260
      else if( vector instanceof Static3D )
261 261
        {
262 262
        mInter[0][mNumEffects] = null;
263
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static3D)vector).getX();
264
        mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)vector).getY();
265
        mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)vector).getZ();
263
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static3D)vector).getX();
264
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)vector).getY();
265
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)vector).getZ();
266 266
        }
267 267
      else return -1;
268 268

  
......
275 275
///////////////////////////////////////////////////////////////////////////////////////////////////
276 276
// rotate - static axis
277 277

  
278
  synchronized long add(EffectNames eln, Data3D center, Data1D angle, Static3D axis)
278
  synchronized long add(EffectNames eln, Data1D angle, Static3D axis, Data3D center)
279 279
    {
280 280
    if( mMax[INDEX]>mNumEffects )
281 281
      {
282
           if( center instanceof Dynamic3D) mInter[1][mNumEffects] = (Dynamic3D)center;
283
      else if( center instanceof Static3D )
284
        {
285
        mInter[1][mNumEffects] = null;
286
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static3D)center).getX();
287
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)center).getY();
288
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)center).getZ();
289
        }
290
      else return -1;
291

  
292 282
           if( angle instanceof Dynamic1D) mInter[0][mNumEffects] = (Dynamic1D)angle;
293 283
      else if( angle instanceof Static1D)
294 284
        {
295 285
        mInter[0][mNumEffects] = null;
296
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static1D)angle).getX();
286
        mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)angle).getX();
297 287
        }
298 288
      else return -1;
299 289

  
300
      mUniforms[NUM_UNIFORMS*mNumEffects+4] = axis.getX();
301
      mUniforms[NUM_UNIFORMS*mNumEffects+5] = axis.getY();
302
      mUniforms[NUM_UNIFORMS*mNumEffects+6] = axis.getZ();
290
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = axis.getX();
291
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = axis.getY();
292
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = axis.getZ();
293

  
294
      if( center instanceof Dynamic3D) mInter[1][mNumEffects] = (Dynamic3D)center;
295
      else if( center instanceof Static3D )
296
        {
297
        mInter[1][mNumEffects] = null;
298
        mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)center).getX();
299
        mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)center).getY();
300
        mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static3D)center).getZ();
301
        }
302
      else return -1;
303 303

  
304 304
      return addBase(eln);
305 305
      }
......
310 310
///////////////////////////////////////////////////////////////////////////////////////////////////
311 311
// quaternion or rotate - dynamic axis
312 312

  
313
  synchronized long add(EffectNames eln, Data3D center, Data4D data)
313
  synchronized long add(EffectNames eln, Data4D data, Data3D center)
314 314
    {
315 315
    if( mMax[INDEX]>mNumEffects )
316 316
      {
317
           if( center instanceof Dynamic3D) mInter[1][mNumEffects] = (Dynamic3D)center;
318
      else if( center instanceof Static3D )
319
        {
320
        mInter[1][mNumEffects] = null;
321
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static3D)center).getX();
322
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)center).getY();
323
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)center).getZ();
324
        }
325
      else return -1;
326

  
327 317
           if( data instanceof Dynamic4D  ) mInter[0][mNumEffects] = (Dynamic4D)data;
328 318
      else if( data instanceof DynamicQuat) mInter[0][mNumEffects] = (DynamicQuat)data;
329 319
      else if( data instanceof Static4D   )
330 320
        {
331 321
        mInter[0][mNumEffects] = null;
332
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static4D)data).getX();
333
        mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static4D)data).getY();
334
        mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static4D)data).getZ();
335
        mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static4D)data).getW();
322
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static4D)data).getX();
323
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static4D)data).getY();
324
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static4D)data).getZ();
325
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static4D)data).getW();
326
        }
327
      else return -1;
328

  
329
      if( center instanceof Dynamic3D) mInter[1][mNumEffects] = (Dynamic3D)center;
330
      else if( center instanceof Static3D )
331
        {
332
        mInter[1][mNumEffects] = null;
333
        mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)center).getX();
334
        mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)center).getY();
335
        mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static3D)center).getZ();
336 336
        }
337 337
      else return -1;
338 338

  
......
345 345
///////////////////////////////////////////////////////////////////////////////////////////////////
346 346
// shear
347 347

  
348
  synchronized long add(EffectNames eln, Data3D center, Data3D shear)
348
  synchronized long add(EffectNames eln, Data3D shear, Data3D center)
349 349
    {
350 350
    if( mMax[INDEX]>mNumEffects )
351 351
      {
352
           if( center instanceof Dynamic3D) mInter[1][mNumEffects] = (Dynamic3D)center;
353
      else if( center instanceof Static3D )
352
           if( shear instanceof Dynamic3D) mInter[0][mNumEffects] = (Dynamic3D)shear;
353
      else if( shear instanceof Static3D )
354 354
        {
355
        mInter[1][mNumEffects] = null;
356
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static3D)center).getX();
357
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)center).getY();
358
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)center).getZ();
355
        mInter[0][mNumEffects] = null;
356
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static3D)shear).getX();
357
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)shear).getY();
358
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)shear).getZ();
359 359
        }
360 360
      else return -1;
361 361

  
362
           if( shear instanceof Dynamic3D) mInter[0][mNumEffects] = (Dynamic3D)shear;
363
      else if( shear instanceof Static3D )
362
      if( center instanceof Dynamic3D) mInter[1][mNumEffects] = (Dynamic3D)center;
363
      else if( center instanceof Static3D )
364 364
        {
365
        mInter[0][mNumEffects] = null;
366
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static3D)shear).getX();
367
        mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)shear).getY();
368
        mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)shear).getZ();
365
        mInter[1][mNumEffects] = null;
366
        mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)center).getX();
367
        mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)center).getY();
368
        mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static3D)center).getZ();
369 369
        }
370 370
      else return -1;
371 371

  
src/main/res/raw/main_vertex_shader.glsl
289 289
  P.xy += min(d1_circle,d1_bitmap)*(PS - PS2/(1.0-d2));        // if d2=1 (i.e P=S) we should have P unchanged. How to do it?
290 290
  }
291 291

  
292
//////////////////////////////////////////////////////////////////////////////////////////////
293
// Wave
294
//
295

  
296
void wave(in int effect, inout vec4 P)
297
  {
298

  
299
  }
300

  
301 292
//////////////////////////////////////////////////////////////////////////////////////////////
302 293
// Clamp v.z to (-u_Depth,u_Depth) with the following function:
303 294
// define h to be, say, 0.7; let H=u_Depth
......
332 323
    //  case DEFORM : deform(3*i,v)   ; break;
333 324
    //  case SINK   : sink(3*i,v)     ; break;
334 325
    //  case SWIRL  : swirl(3*i,v)    ; break;
335
    //  case WAVE   : wave(3*i,v)     ; break;
336 326
    //  }
337 327
        
338 328
         if( vType[i]==DISTORT) distort(3*i,v,n);
339 329
    else if( vType[i]==DEFORM ) deform(3*i,v);
340 330
    else if( vType[i]==SINK   ) sink(3*i,v);
341 331
    else if( vType[i]==SWIRL  ) swirl(3*i,v);
342
    else if( vType[i]==WAVE   ) wave(3*i,v);   
343 332
    }
344 333
 
345 334
  restrict(v.z);  

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