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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,GridObject) 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(long currTime, DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
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{
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GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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float halfZ = tex.mHalfX*grid.zFactor;
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mM.compute(currTime);
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mM.send(df,tex.mHalfX,tex.mHalfY,halfZ);
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mV.compute(currTime);
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mV.send(tex.mHalfX,tex.mHalfY,halfZ);
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mF.compute(currTime);
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mF.send(tex.mHalfX,tex.mHalfY);
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grid.draw();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawNoEffectsPriv(DistortedTexture tex, GridObject 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,tex.mHalfX,tex.mHalfY,tex.mHalfX*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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* Draw the (texture,grid) object to the Framebuffer passed.
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* <p>
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* Must be called from a thread holding OpenGL Context
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*
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* @param currTime Current time, in milliseconds.
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* @param df Framebuffer to render this to.
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*/
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public void draw(long currTime, DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
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{
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tex.createTexture();
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df.createFBO();
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, df.fboIds[0]);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex.mTextureDataH[0]);
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drawPriv(currTime, tex, grid, df);
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DistortedFramebuffer.deleteAllMarked();
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DistortedTexture.deleteAllMarked();
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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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/**
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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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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;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Abort all Effects of a given name, for example all rotations.
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*
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* @param name one of the constants defined in {@link EffectNames}
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* @return number of Effects aborted.
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*/
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Individual effect functions.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Matrix-based effects
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Moves the Object by a (possibly changing in time) vector.
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*
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* @param vector 3-dimensional Data which at any given time will return a Static3D
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* representing the current coordinates of the vector we want to move the Object with.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long move(Data3D vector)
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{
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return mM.add(EffectNames.MOVE,vector);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Scales the Object by (possibly changing in time) 3D scale factors.
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*
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* @param scale 3-dimensional Data which at any given time returns a Static3D
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* representing the current x- , y- and z- scale factors.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long scale(Data3D scale)
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{
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return mM.add(EffectNames.SCALE,scale);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
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*
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* @param scale The factor to scale all 3 dimensions with.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long scale(float scale)
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{
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return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotates the Object by 'angle' degrees around the center.
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* Static axis of rotation is given by the last parameter.
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*
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* @param angle Angle that we want to rotate the Object to. Unit: degrees
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* @param axis Axis of rotation
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* @param center Coordinates of the Point we are rotating around.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long rotate(Data1D angle, Static3D axis, Data3D center )
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{
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return mM.add(EffectNames.ROTATE, angle, axis, center);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotates the Object by 'angle' degrees around the center.
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* Here both angle and axis can dynamically change.
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*
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* @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
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* @param center Coordinates of the Point we are rotating around.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long rotate(Data4D angleaxis, Data3D center)
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{
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return mM.add(EffectNames.ROTATE, angleaxis, center);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotates the Object by quaternion.
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*
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* @param quaternion The quaternion describing the rotation.
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* @param center Coordinates of the Point we are rotating around.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long quaternion(Data4D quaternion, Data3D center )
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{
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return mM.add(EffectNames.QUATERNION,quaternion,center);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Shears the Object.
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*
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* @param shear The 3-tuple of shear factors. The first controls level
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* of shearing in the X-axis, second - Y-axis and the third -
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* Z-axis. Each is the tangens of the shear angle, i.e 0 -
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* no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
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* @param center Center of shearing, i.e. the point which stays unmoved.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long shear(Data3D shear, Data3D center)
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{
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return mM.add(EffectNames.SHEAR, shear, center);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fragment-based effects
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Makes a certain sub-region of the Object smoothly change all three of its RGB components.
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*
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* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
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* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
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* Valid range: <0,1>
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* @param color Color to mix. (1,0,0) is RED.
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* @param region Region this Effect is limited to.
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* @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
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{
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return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Makes the whole Object smoothly change all three of its RGB components.
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*
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* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
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* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
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* Valid range: <0,1>
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* @param color Color to mix. (1,0,0) is RED.
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* @return ID of the effect added, or -1 if we failed to add one.
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*/
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public long chroma(Data1D blend, Data3D color)
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{
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return mF.add(EffectNames.CHROMA, blend, color);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Makes a certain sub-region of the Object smoothly change its transparency level.
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*
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457
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any given
|
458
|
* moment: pixel.a *= alpha.
|
459
|
* Valid range: <0,1>
|
460
|
* @param region Region this Effect is limited to.
|
461
|
* @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
|
462
|
* @return ID of the effect added, or -1 if we failed to add one.
|
463
|
*/
|
464
|
public long alpha(Data1D alpha, Data4D region, boolean smooth)
|
465
|
{
|
466
|
return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
|
467
|
}
|
468
|
|
469
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
470
|
/**
|
471
|
* Makes the whole Object smoothly change its transparency level.
|
472
|
*
|
473
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any
|
474
|
* given moment: pixel.a *= alpha.
|
475
|
* Valid range: <0,1>
|
476
|
* @return ID of the effect added, or -1 if we failed to add one.
|
477
|
*/
|
478
|
public long alpha(Data1D alpha)
|
479
|
{
|
480
|
return mF.add(EffectNames.ALPHA, alpha);
|
481
|
}
|
482
|
|
483
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
484
|
/**
|
485
|
* Makes a certain sub-region of the Object smoothly change its brightness level.
|
486
|
*
|
487
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
488
|
* at any given moment. Valid range: <0,infinity)
|
489
|
* @param region Region this Effect is limited to.
|
490
|
* @param smooth If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
|
491
|
* @return ID of the effect added, or -1 if we failed to add one.
|
492
|
*/
|
493
|
public long brightness(Data1D brightness, Data4D region, boolean smooth)
|
494
|
{
|
495
|
return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
|
496
|
}
|
497
|
|
498
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
499
|
/**
|
500
|
* Makes the whole Object smoothly change its brightness level.
|
501
|
*
|
502
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
503
|
* at any given moment. Valid range: <0,infinity)
|
504
|
* @return ID of the effect added, or -1 if we failed to add one.
|
505
|
*/
|
506
|
public long brightness(Data1D brightness)
|
507
|
{
|
508
|
return mF.add(EffectNames.BRIGHTNESS, brightness);
|
509
|
}
|
510
|
|
511
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
512
|
/**
|
513
|
* Makes a certain sub-region of the Object smoothly change its contrast level.
|
514
|
*
|
515
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
516
|
* at any given moment. Valid range: <0,infinity)
|
517
|
* @param region Region this Effect is limited to.
|
518
|
* @param smooth If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
|
519
|
* @return ID of the effect added, or -1 if we failed to add one.
|
520
|
*/
|
521
|
public long contrast(Data1D contrast, Data4D region, boolean smooth)
|
522
|
{
|
523
|
return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
|
524
|
}
|
525
|
|
526
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
527
|
/**
|
528
|
* Makes the whole Object smoothly change its contrast level.
|
529
|
*
|
530
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
531
|
* at any given moment. Valid range: <0,infinity)
|
532
|
* @return ID of the effect added, or -1 if we failed to add one.
|
533
|
*/
|
534
|
public long contrast(Data1D contrast)
|
535
|
{
|
536
|
return mF.add(EffectNames.CONTRAST, contrast);
|
537
|
}
|
538
|
|
539
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
540
|
/**
|
541
|
* Makes a certain sub-region of the Object smoothly change its saturation level.
|
542
|
*
|
543
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
544
|
* at any given moment. Valid range: <0,infinity)
|
545
|
* @param region Region this Effect is limited to.
|
546
|
* @param smooth If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
|
547
|
* @return ID of the effect added, or -1 if we failed to add one.
|
548
|
*/
|
549
|
public long saturation(Data1D saturation, Data4D region, boolean smooth)
|
550
|
{
|
551
|
return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
|
552
|
}
|
553
|
|
554
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
555
|
/**
|
556
|
* Makes the whole Object smoothly change its saturation level.
|
557
|
*
|
558
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
559
|
* at any given moment. Valid range: <0,infinity)
|
560
|
* @return ID of the effect added, or -1 if we failed to add one.
|
561
|
*/
|
562
|
public long saturation(Data1D saturation)
|
563
|
{
|
564
|
return mF.add(EffectNames.SATURATION, saturation);
|
565
|
}
|
566
|
|
567
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
568
|
// Vertex-based effects
|
569
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
570
|
/**
|
571
|
* Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
|
572
|
*
|
573
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
574
|
* currently being dragged with.
|
575
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
576
|
* @param region Region that masks the Effect.
|
577
|
* @return ID of the effect added, or -1 if we failed to add one.
|
578
|
*/
|
579
|
public long distort(Data3D vector, Data3D center, Data4D region)
|
580
|
{
|
581
|
return mV.add(EffectNames.DISTORT, vector, center, region);
|
582
|
}
|
583
|
|
584
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
585
|
/**
|
586
|
* Distort the whole Object by a (possibly changing in time) vector of force.
|
587
|
*
|
588
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
589
|
* currently being dragged with.
|
590
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
591
|
* @return ID of the effect added, or -1 if we failed to add one.
|
592
|
*/
|
593
|
public long distort(Data3D vector, Data3D center)
|
594
|
{
|
595
|
return mV.add(EffectNames.DISTORT, vector, center, null);
|
596
|
}
|
597
|
|
598
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
599
|
/**
|
600
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
601
|
* a (possibly changing in time) point on the Object.
|
602
|
*
|
603
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
604
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
605
|
* @param region Region that masks the Effect.
|
606
|
* @return ID of the effect added, or -1 if we failed to add one.
|
607
|
*/
|
608
|
public long deform(Data3D vector, Data3D center, Data4D region)
|
609
|
{
|
610
|
return mV.add(EffectNames.DEFORM, vector, center, region);
|
611
|
}
|
612
|
|
613
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
614
|
/**
|
615
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
616
|
* a (possibly changing in time) point on the Object.
|
617
|
*
|
618
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
619
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
620
|
* @return ID of the effect added, or -1 if we failed to add one.
|
621
|
*/
|
622
|
public long deform(Data3D vector, Data3D center)
|
623
|
{
|
624
|
return mV.add(EffectNames.DEFORM, vector, center, null);
|
625
|
}
|
626
|
|
627
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
628
|
/**
|
629
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
630
|
* away from the center (degree<=1)
|
631
|
*
|
632
|
* @param sink The current degree of the Effect.
|
633
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
634
|
* @param region Region that masks the Effect.
|
635
|
* @return ID of the effect added, or -1 if we failed to add one.
|
636
|
*/
|
637
|
public long sink(Data1D sink, Data3D center, Data4D region)
|
638
|
{
|
639
|
return mV.add(EffectNames.SINK, sink, center, region);
|
640
|
}
|
641
|
|
642
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
643
|
/**
|
644
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
645
|
* away from the center (degree<=1)
|
646
|
*
|
647
|
* @param sink The current degree of the Effect.
|
648
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
649
|
* @return ID of the effect added, or -1 if we failed to add one.
|
650
|
*/
|
651
|
public long sink(Data1D sink, Data3D center)
|
652
|
{
|
653
|
return mV.add(EffectNames.SINK, sink, center);
|
654
|
}
|
655
|
|
656
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
657
|
/**
|
658
|
* Pull all points around the center of the Effect towards a line passing through the center
|
659
|
* (that's if degree>=1) or push them away from the line (degree<=1)
|
660
|
*
|
661
|
* @param pinch The current degree of the Effect + angle the line forms with X-axis
|
662
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
663
|
* @param region Region that masks the Effect.
|
664
|
* @return ID of the effect added, or -1 if we failed to add one.
|
665
|
*/
|
666
|
public long pinch(Data2D pinch, Data3D center, Data4D region)
|
667
|
{
|
668
|
return mV.add(EffectNames.PINCH, pinch, center, region);
|
669
|
}
|
670
|
|
671
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
672
|
/**
|
673
|
* Pull all points around the center of the Effect towards a line passing through the center
|
674
|
* (that's if degree>=1) or push them away from the line (degree<=1)
|
675
|
*
|
676
|
* @param pinch The current degree of the Effect + angle the line forms with X-axis
|
677
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
678
|
* @return ID of the effect added, or -1 if we failed to add one.
|
679
|
*/
|
680
|
public long pinch(Data2D pinch, Data3D center)
|
681
|
{
|
682
|
return mV.add(EffectNames.PINCH, pinch, center);
|
683
|
}
|
684
|
|
685
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
686
|
/**
|
687
|
* Rotate part of the Object around the Center of the Effect by a certain angle.
|
688
|
*
|
689
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
690
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
691
|
* @param region Region that masks the Effect.
|
692
|
* @return ID of the effect added, or -1 if we failed to add one.
|
693
|
*/
|
694
|
public long swirl(Data1D swirl, Data3D center, Data4D region)
|
695
|
{
|
696
|
return mV.add(EffectNames.SWIRL, swirl, center, region);
|
697
|
}
|
698
|
|
699
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
700
|
/**
|
701
|
* Rotate the whole Object around the Center of the Effect by a certain angle.
|
702
|
*
|
703
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
704
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
705
|
* @return ID of the effect added, or -1 if we failed to add one.
|
706
|
*/
|
707
|
public long swirl(Data1D swirl, Data3D center)
|
708
|
{
|
709
|
return mV.add(EffectNames.SWIRL, swirl, center);
|
710
|
}
|
711
|
|
712
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
713
|
/**
|
714
|
* Directional, sinusoidal wave effect.
|
715
|
*
|
716
|
* @param wave A 5-dimensional data structure describing the wave: first member is the amplitude,
|
717
|
* second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
|
718
|
* wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
|
719
|
* describe the 'direction' of the wave.
|
720
|
* <p>
|
721
|
* Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
|
722
|
* need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
|
723
|
* forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
|
724
|
* the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
|
725
|
* <p>
|
726
|
* <p>
|
727
|
* Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
|
728
|
* in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
|
729
|
* will be sine shapes.
|
730
|
* <p>
|
731
|
* Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
|
732
|
* but this time it waves in the Y-direction, i.e. cross sections of the surface and the
|
733
|
* YZ-plane with be sine shapes.
|
734
|
* <p>
|
735
|
* Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
|
736
|
* is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
|
737
|
* value if sin at this point.
|
738
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
739
|
* @return ID of the effect added, or -1 if we failed to add one.
|
740
|
*/
|
741
|
public long wave(Data5D wave, Data3D center)
|
742
|
{
|
743
|
return mV.add(EffectNames.WAVE, wave, center, null);
|
744
|
}
|
745
|
|
746
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
747
|
/**
|
748
|
* Directional, sinusoidal wave effect.
|
749
|
*
|
750
|
* @param wave see {@link DistortedEffects#wave(Data5D,Data3D)}
|
751
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
752
|
* @param region Region that masks the Effect.
|
753
|
* @return ID of the effect added, or -1 if we failed to add one.
|
754
|
*/
|
755
|
public long wave(Data5D wave, Data3D center, Data4D region)
|
756
|
{
|
757
|
return mV.add(EffectNames.WAVE, wave, center, region);
|
758
|
}
|
759
|
}
|