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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 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.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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/// NORMAL PROGRAM /////
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private static DistortedProgram mNormalProgram;
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private static int mNormalMVPMatrixH;
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/// END PROGRAMS //////
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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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// MAIN PROGRAM ////////////////////////////////////
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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", "v_endPosition" };
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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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// NORMAL PROGRAM //////////////////////////////////////
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final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader);
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final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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try
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{
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mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, 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 NORMAL program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int normalProgramH = mNormalProgram.getProgramHandle();
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mNormalMVPMatrixH = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
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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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private void displayNormals(MeshObject mesh)
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{
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
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GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
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DistortedRenderState.switchOffDrawing();
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GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices);
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DistortedRenderState.restoreDrawing();
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GLES30.glEndTransformFeedback();
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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mNormalProgram.useProgram();
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GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
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GLES30.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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GLES30.glLineWidth(8.0f);
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GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*mesh.numVertices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
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{
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mM.compute(currTime);
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mV.compute(currTime);
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mF.compute(currTime);
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float halfZ = halfW*mesh.zFactor;
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GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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mMainProgram.useProgram();
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surface.setAsOutput(currTime);
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GLES30.glUniform1i(mMainTextureH, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
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mM.send(surface,halfW,halfH,halfZ);
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mV.send(halfW,halfH,halfZ);
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mF.send(halfW,halfH);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
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if( mesh.mShowNormals ) displayNormals(mesh);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void blitPriv(DistortedOutputSurface surface)
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{
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mBlitProgram.useProgram();
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GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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GLES30.glUniform1i(mBlitTextureH, 0);
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GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
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GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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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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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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@SuppressWarnings("unused")
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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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@SuppressWarnings("unused")
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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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@SuppressWarnings("unused")
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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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/**
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* Aborts all Effects of a given type, for example all MATRIX Effects.
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*
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* @param type one of the constants defined in {@link EffectTypes}
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* @return Number of effects aborted.
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*/
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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.
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*
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* @param id ID of the Effect we want to abort.
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* @return number of Effects aborted. Always either 0 or 1.
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*/
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public int abortEffect(long id)
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{
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int type = (int)(id&EffectTypes.MASK);
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434
|
if( type==EffectTypes.MATRIX.type ) return mM.removeByID(id>>EffectTypes.LENGTH);
|
435
|
if( type==EffectTypes.VERTEX.type ) return mV.removeByID(id>>EffectTypes.LENGTH);
|
436
|
if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
|
437
|
|
438
|
return 0;
|
439
|
}
|
440
|
|
441
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442
|
/**
|
443
|
* Abort all Effects of a given name, for example all rotations.
|
444
|
*
|
445
|
* @param name one of the constants defined in {@link EffectNames}
|
446
|
* @return number of Effects aborted.
|
447
|
*/
|
448
|
public int abortEffects(EffectNames name)
|
449
|
{
|
450
|
switch(name.getType())
|
451
|
{
|
452
|
case MATRIX : return mM.removeByType(name);
|
453
|
case VERTEX : return mV.removeByType(name);
|
454
|
case FRAGMENT : return mF.removeByType(name);
|
455
|
default : return 0;
|
456
|
}
|
457
|
}
|
458
|
|
459
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460
|
/**
|
461
|
* Print some info about a given Effect to Android's standard out. Used for debugging only.
|
462
|
*
|
463
|
* @param id Effect ID we want to print info about
|
464
|
* @return <code>true</code> if a single Effect of type effectType has been found.
|
465
|
*/
|
466
|
@SuppressWarnings("unused")
|
467
|
public boolean printEffect(long id)
|
468
|
{
|
469
|
int type = (int)(id&EffectTypes.MASK);
|
470
|
|
471
|
if( type==EffectTypes.MATRIX.type ) return mM.printByID(id>>EffectTypes.LENGTH);
|
472
|
if( type==EffectTypes.VERTEX.type ) return mV.printByID(id>>EffectTypes.LENGTH);
|
473
|
if( type==EffectTypes.FRAGMENT.type) return mF.printByID(id>>EffectTypes.LENGTH);
|
474
|
|
475
|
return false;
|
476
|
}
|
477
|
|
478
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
479
|
/**
|
480
|
* Enables a given Effect.
|
481
|
* <p>
|
482
|
* By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
|
483
|
* This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
|
484
|
* The point: by enabling only the effects we need, we can optimize the shaders.
|
485
|
*
|
486
|
* @param name Name of the Effect to enable.
|
487
|
*/
|
488
|
public static void enableEffect(EffectNames name)
|
489
|
{
|
490
|
mEffectEnabled[name.ordinal()] = true;
|
491
|
}
|
492
|
|
493
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
494
|
/**
|
495
|
* Returns the maximum number of Matrix effects.
|
496
|
*
|
497
|
* @return The maximum number of Matrix effects
|
498
|
*/
|
499
|
@SuppressWarnings("unused")
|
500
|
public static int getMaxMatrix()
|
501
|
{
|
502
|
return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
|
503
|
}
|
504
|
|
505
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
506
|
/**
|
507
|
* Returns the maximum number of Vertex effects.
|
508
|
*
|
509
|
* @return The maximum number of Vertex effects
|
510
|
*/
|
511
|
@SuppressWarnings("unused")
|
512
|
public static int getMaxVertex()
|
513
|
{
|
514
|
return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
|
515
|
}
|
516
|
|
517
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
518
|
/**
|
519
|
* Returns the maximum number of Fragment effects.
|
520
|
*
|
521
|
* @return The maximum number of Fragment effects
|
522
|
*/
|
523
|
@SuppressWarnings("unused")
|
524
|
public static int getMaxFragment()
|
525
|
{
|
526
|
return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
|
527
|
}
|
528
|
|
529
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
530
|
/**
|
531
|
* Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
|
532
|
* This can fail if:
|
533
|
* <ul>
|
534
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
535
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
536
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
|
537
|
* time only decreasing the value of 'max' is permitted.
|
538
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
539
|
* </ul>
|
540
|
*
|
541
|
* @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
|
542
|
* than Byte.MAX_VALUE
|
543
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
544
|
*/
|
545
|
@SuppressWarnings("unused")
|
546
|
public static boolean setMaxMatrix(int max)
|
547
|
{
|
548
|
return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
|
549
|
}
|
550
|
|
551
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
552
|
/**
|
553
|
* Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
|
554
|
* This can fail if:
|
555
|
* <ul>
|
556
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
557
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
558
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
|
559
|
* time only decreasing the value of 'max' is permitted.
|
560
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
561
|
* </ul>
|
562
|
*
|
563
|
* @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
|
564
|
* than Byte.MAX_VALUE
|
565
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
566
|
*/
|
567
|
@SuppressWarnings("unused")
|
568
|
public static boolean setMaxVertex(int max)
|
569
|
{
|
570
|
return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
|
571
|
}
|
572
|
|
573
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
574
|
/**
|
575
|
* Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
|
576
|
* This can fail if:
|
577
|
* <ul>
|
578
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
579
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
580
|
* before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
|
581
|
* time only decreasing the value of 'max' is permitted.
|
582
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
583
|
* </ul>
|
584
|
*
|
585
|
* @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
|
586
|
* than Byte.MAX_VALUE
|
587
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
588
|
*/
|
589
|
@SuppressWarnings("unused")
|
590
|
public static boolean setMaxFragment(int max)
|
591
|
{
|
592
|
return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
|
593
|
}
|
594
|
|
595
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
596
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
597
|
// Individual effect functions.
|
598
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
599
|
// Matrix-based effects
|
600
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
601
|
/**
|
602
|
* Moves the Object by a (possibly changing in time) vector.
|
603
|
*
|
604
|
* @param vector 3-dimensional Data which at any given time will return a Static3D
|
605
|
* representing the current coordinates of the vector we want to move the Object with.
|
606
|
* @return ID of the effect added, or -1 if we failed to add one.
|
607
|
*/
|
608
|
public long move(Data3D vector)
|
609
|
{
|
610
|
return mM.add(EffectNames.MOVE,vector);
|
611
|
}
|
612
|
|
613
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
614
|
/**
|
615
|
* Scales the Object by (possibly changing in time) 3D scale factors.
|
616
|
*
|
617
|
* @param scale 3-dimensional Data which at any given time returns a Static3D
|
618
|
* representing the current x- , y- and z- scale factors.
|
619
|
* @return ID of the effect added, or -1 if we failed to add one.
|
620
|
*/
|
621
|
public long scale(Data3D scale)
|
622
|
{
|
623
|
return mM.add(EffectNames.SCALE,scale);
|
624
|
}
|
625
|
|
626
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
627
|
/**
|
628
|
* Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
|
629
|
*
|
630
|
* @param scale The factor to scale all 3 dimensions with.
|
631
|
* @return ID of the effect added, or -1 if we failed to add one.
|
632
|
*/
|
633
|
public long scale(float scale)
|
634
|
{
|
635
|
return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
|
636
|
}
|
637
|
|
638
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
639
|
/**
|
640
|
* Rotates the Object by 'angle' degrees around the center.
|
641
|
* Static axis of rotation is given by the last parameter.
|
642
|
*
|
643
|
* @param angle Angle that we want to rotate the Object to. Unit: degrees
|
644
|
* @param axis Axis of rotation
|
645
|
* @param center Coordinates of the Point we are rotating around.
|
646
|
* @return ID of the effect added, or -1 if we failed to add one.
|
647
|
*/
|
648
|
public long rotate(Data1D angle, Static3D axis, Data3D center )
|
649
|
{
|
650
|
return mM.add(EffectNames.ROTATE, angle, axis, center);
|
651
|
}
|
652
|
|
653
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
654
|
/**
|
655
|
* Rotates the Object by 'angle' degrees around the center.
|
656
|
* Here both angle and axis can dynamically change.
|
657
|
*
|
658
|
* @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
|
659
|
* @param center Coordinates of the Point we are rotating around.
|
660
|
* @return ID of the effect added, or -1 if we failed to add one.
|
661
|
*/
|
662
|
public long rotate(Data4D angleaxis, Data3D center)
|
663
|
{
|
664
|
return mM.add(EffectNames.ROTATE, angleaxis, center);
|
665
|
}
|
666
|
|
667
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
668
|
/**
|
669
|
* Rotates the Object by quaternion.
|
670
|
*
|
671
|
* @param quaternion The quaternion describing the rotation.
|
672
|
* @param center Coordinates of the Point we are rotating around.
|
673
|
* @return ID of the effect added, or -1 if we failed to add one.
|
674
|
*/
|
675
|
public long quaternion(Data4D quaternion, Data3D center )
|
676
|
{
|
677
|
return mM.add(EffectNames.QUATERNION,quaternion,center);
|
678
|
}
|
679
|
|
680
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
681
|
/**
|
682
|
* Shears the Object.
|
683
|
*
|
684
|
* @param shear The 3-tuple of shear factors. The first controls level
|
685
|
* of shearing in the X-axis, second - Y-axis and the third -
|
686
|
* Z-axis. Each is the tangens of the shear angle, i.e 0 -
|
687
|
* no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
|
688
|
* @param center Center of shearing, i.e. the point which stays unmoved.
|
689
|
* @return ID of the effect added, or -1 if we failed to add one.
|
690
|
*/
|
691
|
public long shear(Data3D shear, Data3D center)
|
692
|
{
|
693
|
return mM.add(EffectNames.SHEAR, shear, center);
|
694
|
}
|
695
|
|
696
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
697
|
// Fragment-based effects
|
698
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
699
|
/**
|
700
|
* Makes a certain sub-region of the Object smoothly change all three of its RGB components.
|
701
|
*
|
702
|
* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
|
703
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
|
704
|
* Valid range: <0,1>
|
705
|
* @param color Color to mix. (1,0,0) is RED.
|
706
|
* @param region Region this Effect is limited to.
|
707
|
* @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
|
708
|
* @return ID of the effect added, or -1 if we failed to add one.
|
709
|
*/
|
710
|
public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
|
711
|
{
|
712
|
return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
|
713
|
}
|
714
|
|
715
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
716
|
/**
|
717
|
* Makes the whole Object smoothly change all three of its RGB components.
|
718
|
*
|
719
|
* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
|
720
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
|
721
|
* Valid range: <0,1>
|
722
|
* @param color Color to mix. (1,0,0) is RED.
|
723
|
* @return ID of the effect added, or -1 if we failed to add one.
|
724
|
*/
|
725
|
public long chroma(Data1D blend, Data3D color)
|
726
|
{
|
727
|
return mF.add(EffectNames.CHROMA, blend, color);
|
728
|
}
|
729
|
|
730
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
731
|
/**
|
732
|
* Makes a certain sub-region of the Object smoothly change its transparency level.
|
733
|
*
|
734
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any given
|
735
|
* moment: pixel.a *= alpha.
|
736
|
* Valid range: <0,1>
|
737
|
* @param region Region this Effect is limited to.
|
738
|
* @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
|
739
|
* @return ID of the effect added, or -1 if we failed to add one.
|
740
|
*/
|
741
|
public long alpha(Data1D alpha, Data4D region, boolean smooth)
|
742
|
{
|
743
|
return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
|
744
|
}
|
745
|
|
746
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
747
|
/**
|
748
|
* Makes the whole Object smoothly change its transparency level.
|
749
|
*
|
750
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any
|
751
|
* given moment: pixel.a *= alpha.
|
752
|
* Valid range: <0,1>
|
753
|
* @return ID of the effect added, or -1 if we failed to add one.
|
754
|
*/
|
755
|
public long alpha(Data1D alpha)
|
756
|
{
|
757
|
return mF.add(EffectNames.ALPHA, alpha);
|
758
|
}
|
759
|
|
760
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
761
|
/**
|
762
|
* Makes a certain sub-region of the Object smoothly change its brightness level.
|
763
|
*
|
764
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
765
|
* at any given moment. Valid range: <0,infinity)
|
766
|
* @param region Region this Effect is limited to.
|
767
|
* @param smooth If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
|
768
|
* @return ID of the effect added, or -1 if we failed to add one.
|
769
|
*/
|
770
|
public long brightness(Data1D brightness, Data4D region, boolean smooth)
|
771
|
{
|
772
|
return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
|
773
|
}
|
774
|
|
775
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
776
|
/**
|
777
|
* Makes the whole Object smoothly change its brightness level.
|
778
|
*
|
779
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
780
|
* at any given moment. Valid range: <0,infinity)
|
781
|
* @return ID of the effect added, or -1 if we failed to add one.
|
782
|
*/
|
783
|
public long brightness(Data1D brightness)
|
784
|
{
|
785
|
return mF.add(EffectNames.BRIGHTNESS, brightness);
|
786
|
}
|
787
|
|
788
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
789
|
/**
|
790
|
* Makes a certain sub-region of the Object smoothly change its contrast level.
|
791
|
*
|
792
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
793
|
* at any given moment. Valid range: <0,infinity)
|
794
|
* @param region Region this Effect is limited to.
|
795
|
* @param smooth If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
|
796
|
* @return ID of the effect added, or -1 if we failed to add one.
|
797
|
*/
|
798
|
public long contrast(Data1D contrast, Data4D region, boolean smooth)
|
799
|
{
|
800
|
return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
|
801
|
}
|
802
|
|
803
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
804
|
/**
|
805
|
* Makes the whole Object smoothly change its contrast level.
|
806
|
*
|
807
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
808
|
* at any given moment. Valid range: <0,infinity)
|
809
|
* @return ID of the effect added, or -1 if we failed to add one.
|
810
|
*/
|
811
|
public long contrast(Data1D contrast)
|
812
|
{
|
813
|
return mF.add(EffectNames.CONTRAST, contrast);
|
814
|
}
|
815
|
|
816
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
817
|
/**
|
818
|
* Makes a certain sub-region of the Object smoothly change its saturation level.
|
819
|
*
|
820
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
821
|
* at any given moment. Valid range: <0,infinity)
|
822
|
* @param region Region this Effect is limited to.
|
823
|
* @param smooth If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
|
824
|
* @return ID of the effect added, or -1 if we failed to add one.
|
825
|
*/
|
826
|
public long saturation(Data1D saturation, Data4D region, boolean smooth)
|
827
|
{
|
828
|
return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
|
829
|
}
|
830
|
|
831
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
832
|
/**
|
833
|
* Makes the whole Object smoothly change its saturation level.
|
834
|
*
|
835
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
836
|
* at any given moment. Valid range: <0,infinity)
|
837
|
* @return ID of the effect added, or -1 if we failed to add one.
|
838
|
*/
|
839
|
public long saturation(Data1D saturation)
|
840
|
{
|
841
|
return mF.add(EffectNames.SATURATION, saturation);
|
842
|
}
|
843
|
|
844
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
845
|
// Vertex-based effects
|
846
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
847
|
/**
|
848
|
* Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
|
849
|
*
|
850
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
851
|
* currently being dragged with.
|
852
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
853
|
* @param region Region that masks the Effect.
|
854
|
* @return ID of the effect added, or -1 if we failed to add one.
|
855
|
*/
|
856
|
public long distort(Data3D vector, Data3D center, Data4D region)
|
857
|
{
|
858
|
return mV.add(EffectNames.DISTORT, vector, center, region);
|
859
|
}
|
860
|
|
861
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
862
|
/**
|
863
|
* Distort the whole Object by a (possibly changing in time) vector of force.
|
864
|
*
|
865
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
866
|
* currently being dragged with.
|
867
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
868
|
* @return ID of the effect added, or -1 if we failed to add one.
|
869
|
*/
|
870
|
public long distort(Data3D vector, Data3D center)
|
871
|
{
|
872
|
return mV.add(EffectNames.DISTORT, vector, center, null);
|
873
|
}
|
874
|
|
875
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
876
|
/**
|
877
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
878
|
* a (possibly changing in time) point on the Object.
|
879
|
*
|
880
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
881
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
882
|
* @param region Region that masks the Effect.
|
883
|
* @return ID of the effect added, or -1 if we failed to add one.
|
884
|
*/
|
885
|
public long deform(Data3D vector, Data3D center, Data4D region)
|
886
|
{
|
887
|
return mV.add(EffectNames.DEFORM, vector, center, region);
|
888
|
}
|
889
|
|
890
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
891
|
/**
|
892
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
893
|
* a (possibly changing in time) point on the Object.
|
894
|
*
|
895
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
896
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
897
|
* @return ID of the effect added, or -1 if we failed to add one.
|
898
|
*/
|
899
|
public long deform(Data3D vector, Data3D center)
|
900
|
{
|
901
|
return mV.add(EffectNames.DEFORM, vector, center, null);
|
902
|
}
|
903
|
|
904
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
905
|
/**
|
906
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
907
|
* away from the center (degree<=1)
|
908
|
*
|
909
|
* @param sink The current degree of the Effect.
|
910
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
911
|
* @param region Region that masks the Effect.
|
912
|
* @return ID of the effect added, or -1 if we failed to add one.
|
913
|
*/
|
914
|
public long sink(Data1D sink, Data3D center, Data4D region)
|
915
|
{
|
916
|
return mV.add(EffectNames.SINK, sink, center, region);
|
917
|
}
|
918
|
|
919
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
920
|
/**
|
921
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
922
|
* away from the center (degree<=1)
|
923
|
*
|
924
|
* @param sink The current degree of the Effect.
|
925
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
926
|
* @return ID of the effect added, or -1 if we failed to add one.
|
927
|
*/
|
928
|
public long sink(Data1D sink, Data3D center)
|
929
|
{
|
930
|
return mV.add(EffectNames.SINK, sink, center);
|
931
|
}
|
932
|
|
933
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
934
|
/**
|
935
|
* Pull all points around the center of the Effect towards a line passing through the center
|
936
|
* (that's if degree>=1) or push them away from the line (degree<=1)
|
937
|
*
|
938
|
* @param pinch The current degree of the Effect + angle the line forms with X-axis
|
939
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
940
|
* @param region Region that masks the Effect.
|
941
|
* @return ID of the effect added, or -1 if we failed to add one.
|
942
|
*/
|
943
|
public long pinch(Data2D pinch, Data3D center, Data4D region)
|
944
|
{
|
945
|
return mV.add(EffectNames.PINCH, pinch, center, region);
|
946
|
}
|
947
|
|
948
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
949
|
/**
|
950
|
* Pull all points around the center of the Effect towards a line passing through the center
|
951
|
* (that's if degree>=1) or push them away from the line (degree<=1)
|
952
|
*
|
953
|
* @param pinch The current degree of the Effect + angle the line forms with X-axis
|
954
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
955
|
* @return ID of the effect added, or -1 if we failed to add one.
|
956
|
*/
|
957
|
public long pinch(Data2D pinch, Data3D center)
|
958
|
{
|
959
|
return mV.add(EffectNames.PINCH, pinch, center);
|
960
|
}
|
961
|
|
962
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
963
|
/**
|
964
|
* Rotate part of the Object around the Center of the Effect by a certain angle.
|
965
|
*
|
966
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
967
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
968
|
* @param region Region that masks the Effect.
|
969
|
* @return ID of the effect added, or -1 if we failed to add one.
|
970
|
*/
|
971
|
public long swirl(Data1D swirl, Data3D center, Data4D region)
|
972
|
{
|
973
|
return mV.add(EffectNames.SWIRL, swirl, center, region);
|
974
|
}
|
975
|
|
976
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
977
|
/**
|
978
|
* Rotate the whole Object around the Center of the Effect by a certain angle.
|
979
|
*
|
980
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
981
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
982
|
* @return ID of the effect added, or -1 if we failed to add one.
|
983
|
*/
|
984
|
public long swirl(Data1D swirl, Data3D center)
|
985
|
{
|
986
|
return mV.add(EffectNames.SWIRL, swirl, center);
|
987
|
}
|
988
|
|
989
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
990
|
/**
|
991
|
* Directional, sinusoidal wave effect.
|
992
|
*
|
993
|
* @param wave A 5-dimensional data structure describing the wave: first member is the amplitude,
|
994
|
* second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
|
995
|
* wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
|
996
|
* describe the 'direction' of the wave.
|
997
|
* <p>
|
998
|
* Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
|
999
|
* need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
|
1000
|
* forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
|
1001
|
* the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
|
1002
|
* <p>
|
1003
|
* <p>
|
1004
|
* Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
|
1005
|
* in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
|
1006
|
* will be sine shapes.
|
1007
|
* <p>
|
1008
|
* Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
|
1009
|
* but this time it waves in the Y-direction, i.e. cross sections of the surface and the
|
1010
|
* YZ-plane with be sine shapes.
|
1011
|
* <p>
|
1012
|
* Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
|
1013
|
* is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
|
1014
|
* value if sin at this point.
|
1015
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
1016
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1017
|
*/
|
1018
|
public long wave(Data5D wave, Data3D center)
|
1019
|
{
|
1020
|
return mV.add(EffectNames.WAVE, wave, center, null);
|
1021
|
}
|
1022
|
|
1023
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1024
|
/**
|
1025
|
* Directional, sinusoidal wave effect.
|
1026
|
*
|
1027
|
* @param wave see {@link DistortedEffects#wave(Data5D,Data3D)}
|
1028
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
1029
|
* @param region Region that masks the Effect.
|
1030
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1031
|
*/
|
1032
|
public long wave(Data5D wave, Data3D center, Data4D region)
|
1033
|
{
|
1034
|
return mV.add(EffectNames.WAVE, wave, center, region);
|
1035
|
}
|
1036
|
}
|