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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* A list of quality levels.
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* <p>
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* One can set quality of a Postprocessing Effect to one of those. The lower the quality, the faster
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* the rendering will be.
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*
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* @see DistortedEffectsPostprocess
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*/
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public enum EffectQuality
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{
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HIGHEST ( 0 ), // has to start from 0
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HIGH ( 1 ),
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MEDIUM ( 2 ),
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LOW ( 3 );
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///////////////////////////////////////////////////////////////////////////////////////////////////
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final static float MULTIPLIER = 0.5f; // each next Quality level renders into 1/0.5 smaller buffers
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final static int LENGTH = values().length;
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final int level;
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EffectQuality(int level)
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{
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this.level = level;
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}
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}
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