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library / src / main / java / org / distorted / library / DistortedEffects.java @ 26df012c

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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.opengl.GLES20;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static 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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  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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  void drawPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df, long currTime)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    float halfZ = halfInputW*grid.zFactor;
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    mM.compute(currTime);
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    mM.send(df,halfInputW,halfInputH,halfZ);
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    mV.compute(currTime);
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    mV.send(halfInputW,halfInputH,halfZ);
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    mF.compute(currTime);
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    mF.send(halfInputW,halfInputH);
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.sendZero(df,halfInputW,halfInputH,halfInputW*grid.zFactor);
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    mV.sendZero();
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    mF.sendZero();
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned  ) mM.abortAll(false);
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    if( !vertexCloned  ) mV.abortAll(false);
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    if( !fragmentCloned) mF.abortAll(false);
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    mM = null;
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    mV = null;
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    mF = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void onDestroy()
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    {
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create empty effect queue.
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 */
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  public DistortedEffects()
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    {
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    mID = mNextID++;
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    initializeEffectLists(this,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
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  public DistortedEffects(DistortedEffects dc, int flags)
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    {
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    mID = mNextID++;
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    initializeEffectLists(dc,flags);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources. After this call, the queue should not be used anymore.
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 */
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  public synchronized void delete()
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    {
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    releasePriv();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 *
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
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 * 
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 * @param el A class implementing the EffectListener interface that wants to get notifications.
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 */
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  public void registerForMessages(EffectListener el)
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    {
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    mV.registerForMessages(el);
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    mF.registerForMessages(el);
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    mM.registerForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Removes the calling class from the list of Listeners.
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 * 
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 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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 */
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  public void deregisterForMessages(EffectListener el)
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    {
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    mV.deregisterForMessages(el);
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    mF.deregisterForMessages(el);
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    mM.deregisterForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects.
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 * @return Number of effects aborted.
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 */
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  public int abortAllEffects()
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      {
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      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
227
 * Aborts all Effects of a given type, for example all MATRIX Effects.
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 * 
229
 * @param type one of the constants defined in {@link EffectTypes}
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 * @return Number of effects aborted.
231
 */
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  public int abortEffects(EffectTypes type)
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    {
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    switch(type)
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      {
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      case MATRIX  : return mM.abortAll(true);
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      case VERTEX  : return mV.abortAll(true);
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      case FRAGMENT: return mF.abortAll(true);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts a single Effect.
246
 * 
247
 * @param id ID of the Effect we want to abort.
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 * @return number of Effects aborted. Always either 0 or 1.
249
 */
250
  public int abortEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
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    return 0;
259
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
263
 * Abort all Effects of a given name, for example all rotations.
264
 * 
265
 * @param name one of the constants defined in {@link EffectNames}
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 * @return number of Effects aborted.
267
 */
268
  public int abortEffects(EffectNames name)
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    {
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    switch(name.getType())
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      {
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      case MATRIX  : return mM.removeByType(name);
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      case VERTEX  : return mV.removeByType(name);
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      case FRAGMENT: return mF.removeByType(name);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Print some info about a given Effect to Android's standard out. Used for debugging only.
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 * 
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 * @param id Effect ID we want to print info about
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 * @return <code>true</code> if a single Effect of type effectType has been found.
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 */
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  public boolean printEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
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    return false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
300
 * Returns the maximum number of Matrix effects.
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 *
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 * @return The maximum number of Matrix effects
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 */
304
  public static int getMaxMatrix()
305
    {
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    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
307
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
311
 * Returns the maximum number of Vertex effects.
312
 *
313
 * @return The maximum number of Vertex effects
314
 */
315
  public static int getMaxVertex()
316
    {
317
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
318
    }
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320
///////////////////////////////////////////////////////////////////////////////////////////////////
321
/**
322
 * Returns the maximum number of Fragment effects.
323
 *
324
 * @return The maximum number of Fragment effects
325
 */
326
  public static int getMaxFragment()
327
    {
328
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
329
    }
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331
///////////////////////////////////////////////////////////////////////////////////////////////////
332
/**
333
 * Returns the maximum number of Postprocess effects.
334
 *
335
 * @return The maximum number of Postprocess effects
336
 */
337
  public static int getMaxPostprocess()
338
    {
339
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
340
    }
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342
///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
344
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
345
 * This can fail if:
346
 * <ul>
347
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
348
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
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 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
350
 *     time only decreasing the value of 'max' is permitted.
351
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
352
 * </ul>
353
 *
354
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
355
 *            than Byte.MAX_VALUE
356
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
357
 */
358
  public static boolean setMaxMatrix(int max)
359
    {
360
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
361
    }
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363
///////////////////////////////////////////////////////////////////////////////////////////////////
364
/**
365
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
366
 * This can fail if:
367
 * <ul>
368
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
369
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
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 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
371
 *     time only decreasing the value of 'max' is permitted.
372
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
373
 * </ul>
374
 *
375
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
376
 *            than Byte.MAX_VALUE
377
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
378
 */
379
  public static boolean setMaxVertex(int max)
380
    {
381
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
382
    }
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384
///////////////////////////////////////////////////////////////////////////////////////////////////
385
/**
386
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
387
 * This can fail if:
388
 * <ul>
389
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
390
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
391
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
392
 *     time only decreasing the value of 'max' is permitted.
393
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
394
 * </ul>
395
 *
396
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
397
 *            than Byte.MAX_VALUE
398
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
399
 */
400
  public static boolean setMaxFragment(int max)
401
    {
402
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
403
    }
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405
///////////////////////////////////////////////////////////////////////////////////////////////////
406
/**
407
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
408
 * This can fail if:
409
 * <ul>
410
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
411
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
412
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
413
 *     time only decreasing the value of 'max' is permitted.
414
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
415
 * </ul>
416
 *
417
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
418
 *            than Byte.MAX_VALUE
419
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
420
 */
421
  public static boolean setMaxPostprocess(int max)
422
    {
423
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
424
    }
425

    
426
///////////////////////////////////////////////////////////////////////////////////////////////////   
427
///////////////////////////////////////////////////////////////////////////////////////////////////
428
// Individual effect functions.
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430
// Matrix-based effects
431
///////////////////////////////////////////////////////////////////////////////////////////////////
432
/**
433
 * Moves the Object by a (possibly changing in time) vector.
434
 * 
435
 * @param vector 3-dimensional Data which at any given time will return a Static3D
436
 *               representing the current coordinates of the vector we want to move the Object with.
437
 * @return       ID of the effect added, or -1 if we failed to add one.
438
 */
439
  public long move(Data3D vector)
440
    {   
441
    return mM.add(EffectNames.MOVE,vector);
442
    }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Scales the Object by (possibly changing in time) 3D scale factors.
447
 * 
448
 * @param scale 3-dimensional Data which at any given time returns a Static3D
449
 *              representing the current x- , y- and z- scale factors.
450
 * @return      ID of the effect added, or -1 if we failed to add one.
451
 */
452
  public long scale(Data3D scale)
453
    {   
454
    return mM.add(EffectNames.SCALE,scale);
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
/**
459
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
460
 *
461
 * @param scale The factor to scale all 3 dimensions with.
462
 * @return      ID of the effect added, or -1 if we failed to add one.
463
 */
464
  public long scale(float scale)
465
    {
466
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
467
    }
468

    
469
///////////////////////////////////////////////////////////////////////////////////////////////////
470
/**
471
 * Rotates the Object by 'angle' degrees around the center.
472
 * Static axis of rotation is given by the last parameter.
473
 *
474
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
475
 * @param axis   Axis of rotation
476
 * @param center Coordinates of the Point we are rotating around.
477
 * @return       ID of the effect added, or -1 if we failed to add one.
478
 */
479
  public long rotate(Data1D angle, Static3D axis, Data3D center )
480
    {   
481
    return mM.add(EffectNames.ROTATE, angle, axis, center);
482
    }
483

    
484
///////////////////////////////////////////////////////////////////////////////////////////////////
485
/**
486
 * Rotates the Object by 'angle' degrees around the center.
487
 * Here both angle and axis can dynamically change.
488
 *
489
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
490
 * @param center    Coordinates of the Point we are rotating around.
491
 * @return          ID of the effect added, or -1 if we failed to add one.
492
 */
493
  public long rotate(Data4D angleaxis, Data3D center)
494
    {
495
    return mM.add(EffectNames.ROTATE, angleaxis, center);
496
    }
497

    
498
///////////////////////////////////////////////////////////////////////////////////////////////////
499
/**
500
 * Rotates the Object by quaternion.
501
 *
502
 * @param quaternion The quaternion describing the rotation.
503
 * @param center     Coordinates of the Point we are rotating around.
504
 * @return           ID of the effect added, or -1 if we failed to add one.
505
 */
506
  public long quaternion(Data4D quaternion, Data3D center )
507
    {
508
    return mM.add(EffectNames.QUATERNION,quaternion,center);
509
    }
510

    
511
///////////////////////////////////////////////////////////////////////////////////////////////////
512
/**
513
 * Shears the Object.
514
 *
515
 * @param shear   The 3-tuple of shear factors. The first controls level
516
 *                of shearing in the X-axis, second - Y-axis and the third -
517
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
518
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
519
 * @param center  Center of shearing, i.e. the point which stays unmoved.
520
 * @return        ID of the effect added, or -1 if we failed to add one.
521
 */
522
  public long shear(Data3D shear, Data3D center)
523
    {
524
    return mM.add(EffectNames.SHEAR, shear, center);
525
    }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
// Fragment-based effects  
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
532
 *        
533
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
534
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
535
 *               Valid range: <0,1>
536
 * @param color  Color to mix. (1,0,0) is RED.
537
 * @param region Region this Effect is limited to.
538
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
539
 * @return       ID of the effect added, or -1 if we failed to add one.
540
 */
541
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
542
    {
543
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
544
    }
545

    
546
///////////////////////////////////////////////////////////////////////////////////////////////////
547
/**
548
 * Makes the whole Object smoothly change all three of its RGB components.
549
 *
550
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
551
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
552
 *               Valid range: <0,1>
553
 * @param color  Color to mix. (1,0,0) is RED.
554
 * @return       ID of the effect added, or -1 if we failed to add one.
555
 */
556
  public long chroma(Data1D blend, Data3D color)
557
    {
558
    return mF.add(EffectNames.CHROMA, blend, color);
559
    }
560

    
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562
/**
563
 * Makes a certain sub-region of the Object smoothly change its transparency level.
564
 *        
565
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
566
 *               moment: pixel.a *= alpha.
567
 *               Valid range: <0,1>
568
 * @param region Region this Effect is limited to. 
569
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
570
 * @return       ID of the effect added, or -1 if we failed to add one. 
571
 */
572
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
573
    {
574
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
575
    }
576

    
577
///////////////////////////////////////////////////////////////////////////////////////////////////
578
/**
579
 * Makes the whole Object smoothly change its transparency level.
580
 *
581
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
582
 *               given moment: pixel.a *= alpha.
583
 *               Valid range: <0,1>
584
 * @return       ID of the effect added, or -1 if we failed to add one.
585
 */
586
  public long alpha(Data1D alpha)
587
    {
588
    return mF.add(EffectNames.ALPHA, alpha);
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593
 * Makes a certain sub-region of the Object smoothly change its brightness level.
594
 *        
595
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
596
 *                   at any given moment. Valid range: <0,infinity)
597
 * @param region     Region this Effect is limited to.
598
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
599
 * @return           ID of the effect added, or -1 if we failed to add one.
600
 */
601
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
602
    {
603
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608
 * Makes the whole Object smoothly change its brightness level.
609
 *
610
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
611
 *                   at any given moment. Valid range: <0,infinity)
612
 * @return           ID of the effect added, or -1 if we failed to add one.
613
 */
614
  public long brightness(Data1D brightness)
615
    {
616
    return mF.add(EffectNames.BRIGHTNESS, brightness);
617
    }
618

    
619
///////////////////////////////////////////////////////////////////////////////////////////////////
620
/**
621
 * Makes a certain sub-region of the Object smoothly change its contrast level.
622
 *        
623
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
624
 *                 at any given moment. Valid range: <0,infinity)
625
 * @param region   Region this Effect is limited to.
626
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
627
 * @return         ID of the effect added, or -1 if we failed to add one.
628
 */
629
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
630
    {
631
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
632
    }
633

    
634
///////////////////////////////////////////////////////////////////////////////////////////////////
635
/**
636
 * Makes the whole Object smoothly change its contrast level.
637
 *
638
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
639
 *                 at any given moment. Valid range: <0,infinity)
640
 * @return         ID of the effect added, or -1 if we failed to add one.
641
 */
642
  public long contrast(Data1D contrast)
643
    {
644
    return mF.add(EffectNames.CONTRAST, contrast);
645
    }
646

    
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
/**
649
 * Makes a certain sub-region of the Object smoothly change its saturation level.
650
 *        
651
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
652
 *                   at any given moment. Valid range: <0,infinity)
653
 * @param region     Region this Effect is limited to.
654
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
655
 * @return           ID of the effect added, or -1 if we failed to add one.
656
 */
657
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
658
    {
659
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
660
    }
661

    
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
/**
664
 * Makes the whole Object smoothly change its saturation level.
665
 *
666
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
667
 *                   at any given moment. Valid range: <0,infinity)
668
 * @return           ID of the effect added, or -1 if we failed to add one.
669
 */
670
  public long saturation(Data1D saturation)
671
    {
672
    return mF.add(EffectNames.SATURATION, saturation);
673
    }
674

    
675
///////////////////////////////////////////////////////////////////////////////////////////////////
676
// Vertex-based effects  
677
///////////////////////////////////////////////////////////////////////////////////////////////////
678
/**
679
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
680
 *
681
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
682
 *               currently being dragged with.
683
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
684
 * @param region Region that masks the Effect.
685
 * @return       ID of the effect added, or -1 if we failed to add one.
686
 */
687
  public long distort(Data3D vector, Data3D center, Data4D region)
688
    {  
689
    return mV.add(EffectNames.DISTORT, vector, center, region);
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Distort the whole Object by a (possibly changing in time) vector of force.
695
 *
696
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
697
 *               currently being dragged with.
698
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
699
 * @return       ID of the effect added, or -1 if we failed to add one.
700
 */
701
  public long distort(Data3D vector, Data3D center)
702
    {
703
    return mV.add(EffectNames.DISTORT, vector, center, null);
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
709
 * a (possibly changing in time) point on the Object.
710
 *
711
 * @param vector Vector of force that deforms the shape of the whole Object.
712
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
713
 * @param region Region that masks the Effect.
714
 * @return       ID of the effect added, or -1 if we failed to add one.
715
 */
716
  public long deform(Data3D vector, Data3D center, Data4D region)
717
    {
718
    return mV.add(EffectNames.DEFORM, vector, center, region);
719
    }
720

    
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
724
 * a (possibly changing in time) point on the Object.
725
 *     
726
 * @param vector Vector of force that deforms the shape of the whole Object.
727
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
728
 * @return       ID of the effect added, or -1 if we failed to add one.
729
 */
730
  public long deform(Data3D vector, Data3D center)
731
    {  
732
    return mV.add(EffectNames.DEFORM, vector, center, null);
733
    }
734

    
735
///////////////////////////////////////////////////////////////////////////////////////////////////  
736
/**
737
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
738
 * away from the center (degree<=1)
739
 *
740
 * @param sink   The current degree of the Effect.
741
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
742
 * @param region Region that masks the Effect.
743
 * @return       ID of the effect added, or -1 if we failed to add one.
744
 */
745
  public long sink(Data1D sink, Data3D center, Data4D region)
746
    {
747
    return mV.add(EffectNames.SINK, sink, center, region);
748
    }
749

    
750
///////////////////////////////////////////////////////////////////////////////////////////////////
751
/**
752
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
753
 * away from the center (degree<=1)
754
 *
755
 * @param sink   The current degree of the Effect.
756
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
757
 * @return       ID of the effect added, or -1 if we failed to add one.
758
 */
759
  public long sink(Data1D sink, Data3D center)
760
    {
761
    return mV.add(EffectNames.SINK, sink, center);
762
    }
763

    
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
/**
766
 * Pull all points around the center of the Effect towards a line passing through the center
767
 * (that's if degree>=1) or push them away from the line (degree<=1)
768
 *
769
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
770
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
771
 * @param region Region that masks the Effect.
772
 * @return       ID of the effect added, or -1 if we failed to add one.
773
 */
774
  public long pinch(Data2D pinch, Data3D center, Data4D region)
775
    {
776
    return mV.add(EffectNames.PINCH, pinch, center, region);
777
    }
778

    
779
///////////////////////////////////////////////////////////////////////////////////////////////////
780
/**
781
 * Pull all points around the center of the Effect towards a line passing through the center
782
 * (that's if degree>=1) or push them away from the line (degree<=1)
783
 *
784
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
785
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
786
 * @return       ID of the effect added, or -1 if we failed to add one.
787
 */
788
  public long pinch(Data2D pinch, Data3D center)
789
    {
790
    return mV.add(EffectNames.PINCH, pinch, center);
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////  
794
/**
795
 * Rotate part of the Object around the Center of the Effect by a certain angle.
796
 *
797
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
798
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
799
 * @param region Region that masks the Effect.
800
 * @return       ID of the effect added, or -1 if we failed to add one.
801
 */
802
  public long swirl(Data1D swirl, Data3D center, Data4D region)
803
    {    
804
    return mV.add(EffectNames.SWIRL, swirl, center, region);
805
    }
806

    
807
///////////////////////////////////////////////////////////////////////////////////////////////////
808
/**
809
 * Rotate the whole Object around the Center of the Effect by a certain angle.
810
 *
811
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
812
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
813
 * @return       ID of the effect added, or -1 if we failed to add one.
814
 */
815
  public long swirl(Data1D swirl, Data3D center)
816
    {
817
    return mV.add(EffectNames.SWIRL, swirl, center);
818
    }
819

    
820
///////////////////////////////////////////////////////////////////////////////////////////////////
821
/**
822
 * Directional, sinusoidal wave effect.
823
 *
824
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
825
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
826
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
827
 *               describe the 'direction' of the wave.
828
 *               <p>
829
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
830
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
831
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
832
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
833
 *               <p>
834
 *               <p>
835
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
836
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
837
 *               will be sine shapes.
838
 *               <p>
839
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
840
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
841
 *               YZ-plane with be sine shapes.
842
 *               <p>
843
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
844
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
845
 *               value if sin at this point.
846
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
847
 * @return       ID of the effect added, or -1 if we failed to add one.
848
 */
849
  public long wave(Data5D wave, Data3D center)
850
    {
851
    return mV.add(EffectNames.WAVE, wave, center, null);
852
    }
853

    
854
///////////////////////////////////////////////////////////////////////////////////////////////////
855
/**
856
 * Directional, sinusoidal wave effect.
857
 *
858
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
859
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
860
 * @param region Region that masks the Effect.
861
 * @return       ID of the effect added, or -1 if we failed to add one.
862
 */
863
  public long wave(Data5D wave, Data3D center, Data4D region)
864
    {
865
    return mV.add(EffectNames.WAVE, wave, center, region);
866
    }
867
  }
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