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library / src / main / java / org / distorted / library / DistortedEffects.java @ 21304c55

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.io.InputStream;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing Matrix,Vertex and Fragment effect queues. Postprocessing queue is held in a separate
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 * class.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  private static boolean[] mEffectEnabled = new boolean[EffectNames.size()];
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  static
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    {
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    int len = EffectNames.size();
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    for(int i=0; i<len; i++)
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      {
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      mEffectEnabled[i] = false;
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      }
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    }
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// DEBUG ONLY /////
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  private static DistortedProgram mDebugProgram;
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  private static int mDebugObjDH;
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  private static int mDebugMVPMatrixH;
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  /// END DEBUG //////
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  private static float[] mMVPMatrix = new float[16];
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  private static float[] mTmpMatrix = new float[16];
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  private static long mNextID =0;
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  private long mID;
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  private 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    String mainVertHeader= Distorted.GLSL_VERSION;
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    String mainFragHeader= Distorted.GLSL_VERSION;
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    EffectNames name;
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    EffectTypes type;
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    boolean foundF = false;
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    boolean foundV = false;
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    for(int i=0; i<mEffectEnabled.length; i++)
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      {
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      if( mEffectEnabled[i] )
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        {
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        name = EffectNames.getName(i);
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        type = EffectNames.getType(i);
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        if( type == EffectTypes.VERTEX )
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          {
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          mainVertHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundV = true;
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          }
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        else if( type == EffectTypes.FRAGMENT )
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          {
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          mainFragHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundF = true;
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          }
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        }
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      }
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    mainVertHeader += ("#define NUM_VERTEX "   + ( foundV ? getMaxVertex()   : 0 ) + "\n");
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    mainFragHeader += ("#define NUM_FRAGMENT " + ( foundF ? getMaxFragment() : 0 ) + "\n");
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    //android.util.Log.e("Effects", "vertHeader= "+mainVertHeader);
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    //android.util.Log.e("Effects", "fragHeader= "+mainFragHeader);
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    String[] feedback = { "v_Position" };
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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback);
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(mainProgramH);
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    EffectQueueMatrix.getUniforms(mainProgramH);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    String blitVertHeader= (Distorted.GLSL_VERSION + "#define NUM_VERTEX 0\n"  );
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    String blitFragHeader= (Distorted.GLSL_VERSION + "#define NUM_FRAGMENT 0\n");
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // DEBUG ONLY //////////////////////////////////////
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    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
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    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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    try
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      {
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      mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int debugProgramH = mDebugProgram.getProgramHandle();
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    mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD");
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    mDebugMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
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    // END DEBUG  //////////////////////////////////////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// DEBUG ONLY
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  @SuppressWarnings("unused")
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  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedOutputSurface surface, float[] mvp, float[] vertices, long currTime)
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    {
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    int len  = vertices.length/3;
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    int minx = Integer.MAX_VALUE;
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    int maxx = Integer.MIN_VALUE;
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    int miny = Integer.MAX_VALUE;
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    int maxy = Integer.MIN_VALUE;
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    int wx,wy;
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    float x,y,z, X,Y,W, ndcX,ndcY;
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    for(int i=0; i<len; i++)
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      {
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      x = 2*halfX*vertices[3*i  ];
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      y = 2*halfY*vertices[3*i+1];
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      z = 2*halfZ*vertices[3*i+2];
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      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
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      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
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      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
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      ndcX = X/W;
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      ndcY = Y/W;
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      wx = (int)(surface.mWidth *(ndcX+1)/2);
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      wy = (int)(surface.mHeight*(ndcY+1)/2);
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      if( wx<minx ) minx = wx;
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      if( wx>maxx ) maxx = wx;
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      if( wy<miny ) miny = wy;
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      if( wy>maxy ) maxy = wy;
268
      }
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270
    mDebugProgram.useProgram();
271
    surface.setAsOutput(currTime);
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273
    Matrix.setIdentityM( mTmpMatrix, 0);
274
    Matrix.translateM  ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance);
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    Matrix.scaleM      ( mTmpMatrix, 0, (float)(maxx-minx)/(2*halfX), (float)(maxy-miny)/(2*halfY), 1.0f);
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    Matrix.translateM  ( mTmpMatrix, 0, halfX,-halfY, 0);
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    Matrix.multiplyMM  ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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    GLES30.glUniform2f(mDebugObjDH, 2*halfX, 2*halfY);
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    GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0);
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    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
284
    }
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286
///////////////////////////////////////////////////////////////////////////////////////////////////
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288
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
289
    {
290
    int error;
291

    
292
    mM.compute(currTime);
293
    mV.compute(currTime);
294
    mF.compute(currTime);
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296
    float halfZ = halfW*mesh.zFactor;
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298
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
299

    
300
    mMainProgram.useProgram();
301
    GLES30.glUniform1i(mMainTextureH, 0);
302
    surface.setAsOutput(currTime);
303
    mM.send(surface,halfW,halfH,halfZ);
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    mM.send(surface,halfW,halfH,halfZ);
305
    mV.send(halfW,halfH,halfZ);
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    mF.send(halfW,halfH);
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308
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mNorVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mTexVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mPosTBO[0]);
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317
    GLES30.glBeginTransformFeedback(GLES30.GL_TRIANGLES);
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319
    error = GLES30.glGetError();
320
    if (error != GLES30.GL_NO_ERROR)
321
      {
322
      throw new RuntimeException("1 glError 0x" + Integer.toHexString(error));
323
      }
324

    
325
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
326

    
327
    error = GLES30.glGetError();
328
    if (error != GLES30.GL_NO_ERROR)
329
      {
330
      throw new RuntimeException("2 glError 0x" + Integer.toHexString(error));
331
      }
332

    
333
    GLES30.glEndTransformFeedback();
334
    GLES30.glFlush();
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336
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
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338
int len = 3*(mesh.dataLength-2)*MeshObject.BYTES_PER_FLOAT*MeshObject.POSITION_DATA_SIZE;
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Buffer mappedBuffer =  GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, len, GLES30.GL_MAP_READ_BIT);
341
FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer();
342
FloatBuffer bb = mesh.mMeshPositions;
343

    
344
String msgB = "";
345
for(int d=0; d<mesh.dataLength; d++)
346
  {
347
  msgB+="("+(2*halfW*bb.get(3*d+0))+","+(2*halfH*bb.get(3*d+1))+","+(2*halfZ*bb.get(3*d+2))+")";
348
  }
349
android.util.Log.d( "Feedback", msgB);
350

    
351
String msgA = "";
352
for(int d=0; d<3*(mesh.dataLength-2); d++)
353
  {
354
  if( d==0 || d==1 || ((d-2)%3)==0)
355
     msgA+="("+fb.get(3*d+0)+","+fb.get(3*d+1)+","+fb.get(3*d+2)+")";
356
  }
357
android.util.Log.d( "Feedback", msgA);
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359
android.util.Log.e( "Feedback",msgA.equalsIgnoreCase(msgB) ? "identical":"not identical");
360

    
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362
    /// DEBUG ONLY //////
363
    // displayBoundingRect(halfW, halfH, halfZ, surface, mM.getMVP(), fb, currTime );
364
    /// END DEBUG ///////
365

    
366
GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
367

    
368
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
371
   
372
  static void blitPriv(DistortedOutputSurface surface)
373
    {
374
    mBlitProgram.useProgram();
375

    
376
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
377
    GLES30.glUniform1i(mBlitTextureH, 0);
378
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
379
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
380
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
381
    }
382
    
383
///////////////////////////////////////////////////////////////////////////////////////////////////
384
   
385
  private void releasePriv()
386
    {
387
    if( !matrixCloned     ) mM.abortAll(false);
388
    if( !vertexCloned     ) mV.abortAll(false);
389
    if( !fragmentCloned   ) mF.abortAll(false);
390

    
391
    mM = null;
392
    mV = null;
393
    mF = null;
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397

    
398
  static void onDestroy()
399
    {
400
    mNextID = 0;
401

    
402
    int len = EffectNames.size();
403

    
404
    for(int i=0; i<len; i++)
405
      {
406
      mEffectEnabled[i] = false;
407
      }
408
    }
409

    
410
///////////////////////////////////////////////////////////////////////////////////////////////////
411
// PUBLIC API
412
///////////////////////////////////////////////////////////////////////////////////////////////////
413
/**
414
 * Create empty effect queue.
415
 */
416
  public DistortedEffects()
417
    {
418
    mID = ++mNextID;
419
    initializeEffectLists(this,0);
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Copy constructor.
425
 * <p>
426
 * Whatever we do not clone gets created just like in the default constructor.
427
 *
428
 * @param dc    Source object to create our object from
429
 * @param flags A bitmask of values specifying what to copy.
430
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
431
 */
432
  public DistortedEffects(DistortedEffects dc, int flags)
433
    {
434
    mID = ++mNextID;
435
    initializeEffectLists(dc,flags);
436
    }
437

    
438
///////////////////////////////////////////////////////////////////////////////////////////////////
439
/**
440
 * Releases all resources. After this call, the queue should not be used anymore.
441
 */
442
  @SuppressWarnings("unused")
443
  public synchronized void delete()
444
    {
445
    releasePriv();
446
    }
447

    
448
///////////////////////////////////////////////////////////////////////////////////////////////////
449
/**
450
 * Returns unique ID of this instance.
451
 *
452
 * @return ID of the object.
453
 */
454
  public long getID()
455
      {
456
      return mID;
457
      }
458

    
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
461
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
462
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
463
 * 
464
 * @param el A class implementing the EffectListener interface that wants to get notifications.
465
 */
466
  @SuppressWarnings("unused")
467
  public void registerForMessages(EffectListener el)
468
    {
469
    mV.registerForMessages(el);
470
    mF.registerForMessages(el);
471
    mM.registerForMessages(el);
472
    }
473

    
474
///////////////////////////////////////////////////////////////////////////////////////////////////
475
/**
476
 * Removes the calling class from the list of Listeners.
477
 * 
478
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
479
 */
480
  @SuppressWarnings("unused")
481
  public void deregisterForMessages(EffectListener el)
482
    {
483
    mV.deregisterForMessages(el);
484
    mF.deregisterForMessages(el);
485
    mM.deregisterForMessages(el);
486
    }
487

    
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489
/**
490
 * Aborts all Effects.
491
 * @return Number of effects aborted.
492
 */
493
  public int abortAllEffects()
494
    {
495
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
496
    }
497

    
498
///////////////////////////////////////////////////////////////////////////////////////////////////
499
/**
500
 * Aborts all Effects of a given type, for example all MATRIX Effects.
501
 * 
502
 * @param type one of the constants defined in {@link EffectTypes}
503
 * @return Number of effects aborted.
504
 */
505
  public int abortEffects(EffectTypes type)
506
    {
507
    switch(type)
508
      {
509
      case MATRIX     : return mM.abortAll(true);
510
      case VERTEX     : return mV.abortAll(true);
511
      case FRAGMENT   : return mF.abortAll(true);
512
      default         : return 0;
513
      }
514
    }
515
    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * Aborts a single Effect.
519
 * 
520
 * @param id ID of the Effect we want to abort.
521
 * @return number of Effects aborted. Always either 0 or 1.
522
 */
523
  public int abortEffect(long id)
524
    {
525
    int type = (int)(id&EffectTypes.MASK);
526

    
527
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
528
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
529
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
530

    
531
    return 0;
532
    }
533

    
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
/**
536
 * Abort all Effects of a given name, for example all rotations.
537
 * 
538
 * @param name one of the constants defined in {@link EffectNames}
539
 * @return number of Effects aborted.
540
 */
541
  public int abortEffects(EffectNames name)
542
    {
543
    switch(name.getType())
544
      {
545
      case MATRIX     : return mM.removeByType(name);
546
      case VERTEX     : return mV.removeByType(name);
547
      case FRAGMENT   : return mF.removeByType(name);
548
      default         : return 0;
549
      }
550
    }
551
    
552
///////////////////////////////////////////////////////////////////////////////////////////////////
553
/**
554
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
555
 * 
556
 * @param id Effect ID we want to print info about
557
 * @return <code>true</code> if a single Effect of type effectType has been found.
558
 */
559
  @SuppressWarnings("unused")
560
  public boolean printEffect(long id)
561
    {
562
    int type = (int)(id&EffectTypes.MASK);
563

    
564
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
565
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
566
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
567

    
568
    return false;
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572
/**
573
 * Enables a given Effect.
574
 * <p>
575
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
576
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
577
 * The point: by enabling only the effects we need, we can optimize the shaders.
578
 *
579
 * @param name Name of the Effect to enable.
580
 */
581
  public static void enableEffect(EffectNames name)
582
    {
583
    mEffectEnabled[name.ordinal()] = true;
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588
 * Returns the maximum number of Matrix effects.
589
 *
590
 * @return The maximum number of Matrix effects
591
 */
592
  @SuppressWarnings("unused")
593
  public static int getMaxMatrix()
594
    {
595
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
596
    }
597

    
598
///////////////////////////////////////////////////////////////////////////////////////////////////
599
/**
600
 * Returns the maximum number of Vertex effects.
601
 *
602
 * @return The maximum number of Vertex effects
603
 */
604
  @SuppressWarnings("unused")
605
  public static int getMaxVertex()
606
    {
607
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
608
    }
609

    
610
///////////////////////////////////////////////////////////////////////////////////////////////////
611
/**
612
 * Returns the maximum number of Fragment effects.
613
 *
614
 * @return The maximum number of Fragment effects
615
 */
616
  @SuppressWarnings("unused")
617
  public static int getMaxFragment()
618
    {
619
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
620
    }
621

    
622
///////////////////////////////////////////////////////////////////////////////////////////////////
623
/**
624
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
625
 * This can fail if:
626
 * <ul>
627
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
628
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
629
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
630
 *     time only decreasing the value of 'max' is permitted.
631
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
632
 * </ul>
633
 *
634
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
635
 *            than Byte.MAX_VALUE
636
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
637
 */
638
  @SuppressWarnings("unused")
639
  public static boolean setMaxMatrix(int max)
640
    {
641
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
642
    }
643

    
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
/**
646
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
647
 * This can fail if:
648
 * <ul>
649
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
650
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
651
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
652
 *     time only decreasing the value of 'max' is permitted.
653
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
654
 * </ul>
655
 *
656
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
657
 *            than Byte.MAX_VALUE
658
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
659
 */
660
  @SuppressWarnings("unused")
661
  public static boolean setMaxVertex(int max)
662
    {
663
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
664
    }
665

    
666
///////////////////////////////////////////////////////////////////////////////////////////////////
667
/**
668
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
669
 * This can fail if:
670
 * <ul>
671
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
672
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
673
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
674
 *     time only decreasing the value of 'max' is permitted.
675
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
676
 * </ul>
677
 *
678
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
679
 *            than Byte.MAX_VALUE
680
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
681
 */
682
  @SuppressWarnings("unused")
683
  public static boolean setMaxFragment(int max)
684
    {
685
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
686
    }
687

    
688
///////////////////////////////////////////////////////////////////////////////////////////////////   
689
///////////////////////////////////////////////////////////////////////////////////////////////////
690
// Individual effect functions.
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
// Matrix-based effects
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Moves the Object by a (possibly changing in time) vector.
696
 * 
697
 * @param vector 3-dimensional Data which at any given time will return a Static3D
698
 *               representing the current coordinates of the vector we want to move the Object with.
699
 * @return       ID of the effect added, or -1 if we failed to add one.
700
 */
701
  public long move(Data3D vector)
702
    {   
703
    return mM.add(EffectNames.MOVE,vector);
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Scales the Object by (possibly changing in time) 3D scale factors.
709
 * 
710
 * @param scale 3-dimensional Data which at any given time returns a Static3D
711
 *              representing the current x- , y- and z- scale factors.
712
 * @return      ID of the effect added, or -1 if we failed to add one.
713
 */
714
  public long scale(Data3D scale)
715
    {   
716
    return mM.add(EffectNames.SCALE,scale);
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
722
 *
723
 * @param scale The factor to scale all 3 dimensions with.
724
 * @return      ID of the effect added, or -1 if we failed to add one.
725
 */
726
  public long scale(float scale)
727
    {
728
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
729
    }
730

    
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733
 * Rotates the Object by 'angle' degrees around the center.
734
 * Static axis of rotation is given by the last parameter.
735
 *
736
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
737
 * @param axis   Axis of rotation
738
 * @param center Coordinates of the Point we are rotating around.
739
 * @return       ID of the effect added, or -1 if we failed to add one.
740
 */
741
  public long rotate(Data1D angle, Static3D axis, Data3D center )
742
    {   
743
    return mM.add(EffectNames.ROTATE, angle, axis, center);
744
    }
745

    
746
///////////////////////////////////////////////////////////////////////////////////////////////////
747
/**
748
 * Rotates the Object by 'angle' degrees around the center.
749
 * Here both angle and axis can dynamically change.
750
 *
751
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
752
 * @param center    Coordinates of the Point we are rotating around.
753
 * @return          ID of the effect added, or -1 if we failed to add one.
754
 */
755
  public long rotate(Data4D angleaxis, Data3D center)
756
    {
757
    return mM.add(EffectNames.ROTATE, angleaxis, center);
758
    }
759

    
760
///////////////////////////////////////////////////////////////////////////////////////////////////
761
/**
762
 * Rotates the Object by quaternion.
763
 *
764
 * @param quaternion The quaternion describing the rotation.
765
 * @param center     Coordinates of the Point we are rotating around.
766
 * @return           ID of the effect added, or -1 if we failed to add one.
767
 */
768
  public long quaternion(Data4D quaternion, Data3D center )
769
    {
770
    return mM.add(EffectNames.QUATERNION,quaternion,center);
771
    }
772

    
773
///////////////////////////////////////////////////////////////////////////////////////////////////
774
/**
775
 * Shears the Object.
776
 *
777
 * @param shear   The 3-tuple of shear factors. The first controls level
778
 *                of shearing in the X-axis, second - Y-axis and the third -
779
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
780
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
781
 * @param center  Center of shearing, i.e. the point which stays unmoved.
782
 * @return        ID of the effect added, or -1 if we failed to add one.
783
 */
784
  public long shear(Data3D shear, Data3D center)
785
    {
786
    return mM.add(EffectNames.SHEAR, shear, center);
787
    }
788

    
789
///////////////////////////////////////////////////////////////////////////////////////////////////
790
// Fragment-based effects  
791
///////////////////////////////////////////////////////////////////////////////////////////////////
792
/**
793
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
794
 *        
795
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
796
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
797
 *               Valid range: <0,1>
798
 * @param color  Color to mix. (1,0,0) is RED.
799
 * @param region Region this Effect is limited to.
800
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
801
 * @return       ID of the effect added, or -1 if we failed to add one.
802
 */
803
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
804
    {
805
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
806
    }
807

    
808
///////////////////////////////////////////////////////////////////////////////////////////////////
809
/**
810
 * Makes the whole Object smoothly change all three of its RGB components.
811
 *
812
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
813
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
814
 *               Valid range: <0,1>
815
 * @param color  Color to mix. (1,0,0) is RED.
816
 * @return       ID of the effect added, or -1 if we failed to add one.
817
 */
818
  public long chroma(Data1D blend, Data3D color)
819
    {
820
    return mF.add(EffectNames.CHROMA, blend, color);
821
    }
822

    
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825
 * Makes a certain sub-region of the Object smoothly change its transparency level.
826
 *        
827
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
828
 *               moment: pixel.a *= alpha.
829
 *               Valid range: <0,1>
830
 * @param region Region this Effect is limited to. 
831
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
832
 * @return       ID of the effect added, or -1 if we failed to add one. 
833
 */
834
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
835
    {
836
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
837
    }
838

    
839
///////////////////////////////////////////////////////////////////////////////////////////////////
840
/**
841
 * Makes the whole Object smoothly change its transparency level.
842
 *
843
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
844
 *               given moment: pixel.a *= alpha.
845
 *               Valid range: <0,1>
846
 * @return       ID of the effect added, or -1 if we failed to add one.
847
 */
848
  public long alpha(Data1D alpha)
849
    {
850
    return mF.add(EffectNames.ALPHA, alpha);
851
    }
852

    
853
///////////////////////////////////////////////////////////////////////////////////////////////////
854
/**
855
 * Makes a certain sub-region of the Object smoothly change its brightness level.
856
 *        
857
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
858
 *                   at any given moment. Valid range: <0,infinity)
859
 * @param region     Region this Effect is limited to.
860
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
861
 * @return           ID of the effect added, or -1 if we failed to add one.
862
 */
863
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
864
    {
865
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
866
    }
867

    
868
///////////////////////////////////////////////////////////////////////////////////////////////////
869
/**
870
 * Makes the whole Object smoothly change its brightness level.
871
 *
872
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
873
 *                   at any given moment. Valid range: <0,infinity)
874
 * @return           ID of the effect added, or -1 if we failed to add one.
875
 */
876
  public long brightness(Data1D brightness)
877
    {
878
    return mF.add(EffectNames.BRIGHTNESS, brightness);
879
    }
880

    
881
///////////////////////////////////////////////////////////////////////////////////////////////////
882
/**
883
 * Makes a certain sub-region of the Object smoothly change its contrast level.
884
 *        
885
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
886
 *                 at any given moment. Valid range: <0,infinity)
887
 * @param region   Region this Effect is limited to.
888
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
889
 * @return         ID of the effect added, or -1 if we failed to add one.
890
 */
891
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
892
    {
893
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
894
    }
895

    
896
///////////////////////////////////////////////////////////////////////////////////////////////////
897
/**
898
 * Makes the whole Object smoothly change its contrast level.
899
 *
900
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
901
 *                 at any given moment. Valid range: <0,infinity)
902
 * @return         ID of the effect added, or -1 if we failed to add one.
903
 */
904
  public long contrast(Data1D contrast)
905
    {
906
    return mF.add(EffectNames.CONTRAST, contrast);
907
    }
908

    
909
///////////////////////////////////////////////////////////////////////////////////////////////////
910
/**
911
 * Makes a certain sub-region of the Object smoothly change its saturation level.
912
 *        
913
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
914
 *                   at any given moment. Valid range: <0,infinity)
915
 * @param region     Region this Effect is limited to.
916
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
917
 * @return           ID of the effect added, or -1 if we failed to add one.
918
 */
919
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
920
    {
921
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
922
    }
923

    
924
///////////////////////////////////////////////////////////////////////////////////////////////////
925
/**
926
 * Makes the whole Object smoothly change its saturation level.
927
 *
928
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
929
 *                   at any given moment. Valid range: <0,infinity)
930
 * @return           ID of the effect added, or -1 if we failed to add one.
931
 */
932
  public long saturation(Data1D saturation)
933
    {
934
    return mF.add(EffectNames.SATURATION, saturation);
935
    }
936

    
937
///////////////////////////////////////////////////////////////////////////////////////////////////
938
// Vertex-based effects  
939
///////////////////////////////////////////////////////////////////////////////////////////////////
940
/**
941
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
942
 *
943
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
944
 *               currently being dragged with.
945
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
946
 * @param region Region that masks the Effect.
947
 * @return       ID of the effect added, or -1 if we failed to add one.
948
 */
949
  public long distort(Data3D vector, Data3D center, Data4D region)
950
    {  
951
    return mV.add(EffectNames.DISTORT, vector, center, region);
952
    }
953

    
954
///////////////////////////////////////////////////////////////////////////////////////////////////
955
/**
956
 * Distort the whole Object by a (possibly changing in time) vector of force.
957
 *
958
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
959
 *               currently being dragged with.
960
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
961
 * @return       ID of the effect added, or -1 if we failed to add one.
962
 */
963
  public long distort(Data3D vector, Data3D center)
964
    {
965
    return mV.add(EffectNames.DISTORT, vector, center, null);
966
    }
967

    
968
///////////////////////////////////////////////////////////////////////////////////////////////////
969
/**
970
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
971
 * a (possibly changing in time) point on the Object.
972
 *
973
 * @param vector Vector of force that deforms the shape of the whole Object.
974
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
975
 * @param region Region that masks the Effect.
976
 * @return       ID of the effect added, or -1 if we failed to add one.
977
 */
978
  public long deform(Data3D vector, Data3D center, Data4D region)
979
    {
980
    return mV.add(EffectNames.DEFORM, vector, center, region);
981
    }
982

    
983
///////////////////////////////////////////////////////////////////////////////////////////////////
984
/**
985
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
986
 * a (possibly changing in time) point on the Object.
987
 *     
988
 * @param vector Vector of force that deforms the shape of the whole Object.
989
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
990
 * @return       ID of the effect added, or -1 if we failed to add one.
991
 */
992
  public long deform(Data3D vector, Data3D center)
993
    {  
994
    return mV.add(EffectNames.DEFORM, vector, center, null);
995
    }
996

    
997
///////////////////////////////////////////////////////////////////////////////////////////////////  
998
/**
999
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1000
 * away from the center (degree<=1)
1001
 *
1002
 * @param sink   The current degree of the Effect.
1003
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1004
 * @param region Region that masks the Effect.
1005
 * @return       ID of the effect added, or -1 if we failed to add one.
1006
 */
1007
  public long sink(Data1D sink, Data3D center, Data4D region)
1008
    {
1009
    return mV.add(EffectNames.SINK, sink, center, region);
1010
    }
1011

    
1012
///////////////////////////////////////////////////////////////////////////////////////////////////
1013
/**
1014
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1015
 * away from the center (degree<=1)
1016
 *
1017
 * @param sink   The current degree of the Effect.
1018
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1019
 * @return       ID of the effect added, or -1 if we failed to add one.
1020
 */
1021
  public long sink(Data1D sink, Data3D center)
1022
    {
1023
    return mV.add(EffectNames.SINK, sink, center);
1024
    }
1025

    
1026
///////////////////////////////////////////////////////////////////////////////////////////////////
1027
/**
1028
 * Pull all points around the center of the Effect towards a line passing through the center
1029
 * (that's if degree>=1) or push them away from the line (degree<=1)
1030
 *
1031
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1032
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1033
 * @param region Region that masks the Effect.
1034
 * @return       ID of the effect added, or -1 if we failed to add one.
1035
 */
1036
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1037
    {
1038
    return mV.add(EffectNames.PINCH, pinch, center, region);
1039
    }
1040

    
1041
///////////////////////////////////////////////////////////////////////////////////////////////////
1042
/**
1043
 * Pull all points around the center of the Effect towards a line passing through the center
1044
 * (that's if degree>=1) or push them away from the line (degree<=1)
1045
 *
1046
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1047
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1048
 * @return       ID of the effect added, or -1 if we failed to add one.
1049
 */
1050
  public long pinch(Data2D pinch, Data3D center)
1051
    {
1052
    return mV.add(EffectNames.PINCH, pinch, center);
1053
    }
1054

    
1055
///////////////////////////////////////////////////////////////////////////////////////////////////  
1056
/**
1057
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1058
 *
1059
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1060
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1061
 * @param region Region that masks the Effect.
1062
 * @return       ID of the effect added, or -1 if we failed to add one.
1063
 */
1064
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1065
    {    
1066
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1067
    }
1068

    
1069
///////////////////////////////////////////////////////////////////////////////////////////////////
1070
/**
1071
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1072
 *
1073
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1074
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1075
 * @return       ID of the effect added, or -1 if we failed to add one.
1076
 */
1077
  public long swirl(Data1D swirl, Data3D center)
1078
    {
1079
    return mV.add(EffectNames.SWIRL, swirl, center);
1080
    }
1081

    
1082
///////////////////////////////////////////////////////////////////////////////////////////////////
1083
/**
1084
 * Directional, sinusoidal wave effect.
1085
 *
1086
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1087
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1088
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1089
 *               describe the 'direction' of the wave.
1090
 *               <p>
1091
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1092
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1093
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1094
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1095
 *               <p>
1096
 *               <p>
1097
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1098
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1099
 *               will be sine shapes.
1100
 *               <p>
1101
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1102
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1103
 *               YZ-plane with be sine shapes.
1104
 *               <p>
1105
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1106
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1107
 *               value if sin at this point.
1108
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1109
 * @return       ID of the effect added, or -1 if we failed to add one.
1110
 */
1111
  public long wave(Data5D wave, Data3D center)
1112
    {
1113
    return mV.add(EffectNames.WAVE, wave, center, null);
1114
    }
1115

    
1116
///////////////////////////////////////////////////////////////////////////////////////////////////
1117
/**
1118
 * Directional, sinusoidal wave effect.
1119
 *
1120
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1121
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1122
 * @param region Region that masks the Effect.
1123
 * @return       ID of the effect added, or -1 if we failed to add one.
1124
 */
1125
  public long wave(Data5D wave, Data3D center, Data4D region)
1126
    {
1127
    return mV.add(EffectNames.WAVE, wave, center, region);
1128
    }
1129
  }
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