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Revision 1beb6f13

Added by Leszek Koltunski over 7 years ago

Encode more info in the EfectNames enum.

View differences:

src/main/java/org/distorted/library/EffectNames.java
53 53
   * <p>
54 54
   * Unity: angle==0
55 55
   */
56
  ROTATE           ( EffectTypes.MATRIX  ,   new float[] {0.0f}           ),
56
  ROTATE           ( EffectTypes.MATRIX  ,   new float[] {0.0f}           , 1, false ),
57 57
 /**
58 58
   * Rotate the whole Object around a center point (in quaternion notation).
59 59
   * <p>
......
61 61
   * <p>
62 62
   * Unity: (quatX,quatY,quatZ) = (0,0,0)
63 63
   */
64
  QUATERNION       ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
64
  QUATERNION       ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} , 4, false ),
65 65
 /**
66 66
   * Move the whole Object by a vector.
67 67
   * <p>
......
69 69
   * <p>
70 70
   * Unity: (vectorX,vectorY,vectorZ) = (0,0,0)
71 71
   */
72
  MOVE             ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
72
  MOVE             ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} , 3, false ),
73 73
 /**
74 74
   * Scale the whole Object independently in all 3 dimensions.
75 75
   * <p>
......
77 77
   * <p>
78 78
   * Unity: (scaleX,scaleY,scaleZ) = (1,1,1)
79 79
   */
80
  SCALE            ( EffectTypes.MATRIX  ,   new float[] {1.0f,1.0f,1.0f} ),
80
  SCALE            ( EffectTypes.MATRIX  ,   new float[] {1.0f,1.0f,1.0f} , 3, false ),
81 81
 /**
82 82
   * Shear the whole Object in 3 dimensions around a center point.
83 83
   * <p>
......
85 85
   * <p>
86 86
   * Unity:  (shearX,shearY,shearZ) = (0,0,0)
87 87
   */
88
  SHEAR            ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
88
  SHEAR            ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} , 3, false ),
89 89
  // add new Matrix effects here...
90 90

  
91 91
 /////////////////////////////////////////////////////////////////////////////////
......
101 101
   * <p>
102 102
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
103 103
   */
104
  DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} ),
104
  DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} , 3, true ),
105 105
 /**
106 106
   * Deform the whole Object by applying a 2D vector of force to a center point.
107 107
   * <p>
......
111 111
   * <p>
112 112
   * Unity: (forceX,forceY) = (0,0)
113 113
   */
114
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      ),
114
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      , 3, false ),
115 115
 /**
116 116
   * Pull (or push away) all points around a center point to (from) it.
117 117
   * <p>
......
121 121
   * <p>
122 122
   * Unity: sinkFactor = 1
123 123
   */
124
  SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           ),
124
  SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           , 1, true ),
125 125
 /**
126 126
   * Smoothly rotate a limited area around a center point.
127 127
   * <p>
......
131 131
   * <p>
132 132
   * Unity: swirlAngle = 0
133 133
   */
134
  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
134
  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           , 1, true ),
135 135
  /**
136 136
   * Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
137 137
   * parameters. Details: {@link DistortedObject#wave(Data5D,Data2D)}
......
142 142
   * <p>
143 143
   * Unity: amplitude  = 0
144 144
   */
145
  WAVE             ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
145
  WAVE             ( EffectTypes.VERTEX  ,   new float[] {0.0f}           , 5, true ),
146 146
  // add new Vertex Effects here...
147 147

  
148 148
 /////////////////////////////////////////////////////////////////////////////////
......
155 155
   * <p>
156 156
   * Unity: transparencyLevel = 1
157 157
   */
158
  ALPHA            ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
158
  ALPHA            ( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
159 159
 /**
160 160
   * Make a given Region (partially) transparent.
161 161
   * Effect smoothly fades towards the edges of the region.
......
163 163
   * Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
164 164
   * Unity: transparencyLevel = 1
165 165
   */
166
  SMOOTH_ALPHA     ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
166
  SMOOTH_ALPHA     ( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
167 167
 /**
168 168
   * Blend current color in the texture with a given color.
169 169
   * <p>
......
171 171
   * <p>
172 172
   * Unity: blendLevel = 0
173 173
   */
174
  CHROMA           ( EffectTypes.FRAGMENT,   new float[] {0.0f}           ),
174
  CHROMA           ( EffectTypes.FRAGMENT,   new float[] {0.0f}           , 4, true ),
175 175
 /**
176 176
   * Smoothly blend current color in the texture with a given color.
177 177
   * <p>
178 178
   * Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
179 179
   * Unity: blendLevel = 0
180 180
   */
181
  SMOOTH_CHROMA    ( EffectTypes.FRAGMENT,   new float[] {0.0f}           ),
181
  SMOOTH_CHROMA    ( EffectTypes.FRAGMENT,   new float[] {0.0f}           , 4, true ),
182 182
 /**
183 183
   * Change brightness level of a given Region.
184 184
   * <p>
......
186 186
   * <p>
187 187
   * Unity: brightnessLevel = 1
188 188
   */
189
  BRIGHTNESS       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
189
  BRIGHTNESS       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
190 190
 /**
191 191
   * Smoothly change brightness level of a given Region.
192 192
   * <p>
......
194 194
   * <p>
195 195
   * Unity: brightnessLevel = 1
196 196
   */
197
  SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
197
  SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
198 198
 /**
199 199
   * Change saturation level of a given Region.
200 200
   * <p>
......
202 202
   * <p>
203 203
   * Unity: saturationLevel = 1
204 204
   */
205
  SATURATION       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
205
  SATURATION       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
206 206
 /**
207 207
   * Smoothly change saturation level of a given Region.
208 208
   * <p>
......
210 210
   * <p>
211 211
   * Unity: saturationLevel = 1
212 212
   */
213
  SMOOTH_SATURATION( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
213
  SMOOTH_SATURATION( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
214 214
 /**
215 215
   * Change contrast level of a given Region.
216 216
   * <p>
......
218 218
   * <p>
219 219
   * Unity: contrastLevel = 1
220 220
   */
221
  CONTRAST         ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
221
  CONTRAST         ( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true ),
222 222
 /**
223 223
   * Smoothly change contrast level of a given Region.
224 224
   * <p>
......
226 226
   * <p>
227 227
   * Unity: contrastLevel = 1
228 228
   */
229
  SMOOTH_CONTRAST  ( EffectTypes.FRAGMENT,   new float[] {1.0f}           );
229
  SMOOTH_CONTRAST  ( EffectTypes.FRAGMENT,   new float[] {1.0f}           , 1, true );
230 230
  // add new Fragment effects here...
231 231

  
232 232
///////////////////////////////////////////////////////////////////////////////////////////////////
......
235 235
  
236 236
  private final EffectTypes type;
237 237
  private final float[] unity;
238
  private final int dimension;
239
  private final boolean supportsRegion;
238 240
  
239 241
  private static final float[] unities;
242
  private static final int[] unityDimensions;
240 243
  private static final int[] dimensions;
244
  private static final boolean[] supports;
241 245
  private static final EffectNames[] names;
242 246

  
243 247
  static
......
245 249
    int len = values().length;
246 250
    int i=0;
247 251
    
248
    dimensions = new int[len];
249
    unities    = new float[MAXDIM*len];
250
    names      = new EffectNames[len];
252
    unityDimensions = new int[len];
253
    dimensions      = new int[len];
254
    supports        = new boolean[len];
255
    unities         = new float[MAXDIM*len];
256
    names           = new EffectNames[len];
251 257

  
252 258
    for(EffectNames name: EffectNames.values())
253 259
      {
254
      dimensions[i] = (name.unity==null ? 0 : name.unity.length);
255
      names[i]      = name;
260
      unityDimensions[i] = (name.unity==null ? 0 : name.unity.length);
261
      dimensions[i]      = name.dimension;
262
      supports[i]        = name.supportsRegion;
263
      names[i]           = name;
256 264

  
257
      switch(dimensions[i])
265
      switch(unityDimensions[i])
258 266
        {
259 267
        case 4: unities[MAXDIM*i+3] = name.unity[3];
260 268
        case 3: unities[MAXDIM*i+2] = name.unity[2];
......
269 277
  
270 278
///////////////////////////////////////////////////////////////////////////////////////////////////
271 279
  
272
  EffectNames(EffectTypes type, float[] unity)
280
  EffectNames(EffectTypes type, float[] unity, int dimension, boolean supportsRegion)
273 281
    {
274
    this.type = type;  
275
    this.unity= unity;
282
    this.type           = type;
283
    this.unity          = unity;
284
    this.dimension      = dimension;
285
    this.supportsRegion = supportsRegion;
276 286
    }
277 287

  
278 288
///////////////////////////////////////////////////////////////////////////////////////////////////
......
293 303

  
294 304
  static void fillWithUnities(int ordinal, float[] buffer, int index)
295 305
    {
296
    switch(dimensions[ordinal])
306
    switch(unityDimensions[ordinal])
297 307
      {
298 308
      case 0: break;
299 309
      case 1: buffer[index  ]=unities[MAXDIM*ordinal  ];
......
317 327
  
318 328
  static boolean isUnity(int ordinal, float[] buffer, int index)
319 329
    {
320
    switch(dimensions[ordinal])
330
    switch(unityDimensions[ordinal])
321 331
      {
322 332
      case 0: return true;
323 333
      case 1: return buffer[index  ]==unities[MAXDIM*ordinal  ];
......
348 358
    return type;
349 359
    }
350 360

  
361
///////////////////////////////////////////////////////////////////////////////////////////////////
362

  
351 363
/**
352 364
 * Returns the dimension of an Effect (in other words, the number of interpolated values).
353 365
 * @return dimension of the Effect.
354 366
 */
355 367
  public int getDimension() { return dimensions[ordinal()]; }
368

  
369
///////////////////////////////////////////////////////////////////////////////////////////////////
370

  
371
/**
372
 * Do we support being masked by a Region?
373
 * @return true if the Effect supports being masked with a Region.
374
 */
375
  public boolean supportsRegion() { return supports[ordinal()]; }
376

  
356 377
  }

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