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6a06a912
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Leszek Koltunski
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package org.distorted.library;
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import android.graphics.Bitmap;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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/**
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Leszek Koltunski
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* All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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*/
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public abstract class DistortedObject
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{
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private static float[] mViewMatrix = new float[16];
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protected EffectQueueMatrix mM;
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protected EffectQueueFragment mF;
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protected EffectQueueVertex mV;
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protected EffectQueueOther mO;
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protected boolean matrixCloned, vertexCloned, fragmentCloned;
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protected GridObject mGrid = null;
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protected long mID;
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protected int mSizeX, mSizeY, mSizeZ, mSize; // in screen space
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protected Bitmap[] mBmp= null; //
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int[] mTextureDataH; // have to be shared among all the cloned Objects
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boolean[] mBitmapSet; //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected abstract DistortedObject deepCopy(int flags);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void initializeData(int size)
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{
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mID = DistortedObjectList.add(this);
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mSize = size;
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mTextureDataH = new int[1];
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mTextureDataH[0]= 0;
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mBmp = new Bitmap[1];
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mBmp[0] = null;
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mBitmapSet = new boolean[1];
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mBitmapSet[0] = false;
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initializeEffectLists(this,0);
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if( Distorted.isInitialized() ) resetTexture();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void initializeEffectLists(DistortedObject d, int flags)
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{
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if( (flags & Distorted.CLONE_PRESHADER) != 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(d);
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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(d);
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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(d);
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fragmentCloned = false;
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}
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mO= new EffectQueueOther(d); // Other effects are never cloned.
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this will be called on startup and every time OpenGL context has been lost
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// also call this from the constructor if the OpenGL context has been created already.
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void resetTexture()
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{
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if( mTextureDataH!=null )
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{
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if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
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if( mBmp!=null && mBmp[0]!=null)
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{
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, mBmp[0], 0);
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mBmp[0] = null;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawPriv(long currTime, DistortedProjection dp)
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{
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GLES20.glViewport(0, 0, dp.width, dp.height);
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mM.compute(currTime);
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mM.send(mViewMatrix, dp);
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mV.compute(currTime);
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mV.postprocess();
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mV.send();
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mF.compute(currTime);
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mF.postprocess(mViewMatrix);
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mF.send();
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mGrid.draw();
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mO.send();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawNoEffectsPriv(DistortedProjection dp)
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{
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GLES20.glViewport(0, 0, dp.width, dp.height);
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mM.sendNoEffects(dp);
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mV.sendZero();
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mF.sendZero();
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mGrid.draw();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void releasePriv()
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{
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if( matrixCloned ==false) mM.abortAll();
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if( vertexCloned ==false) mV.abortAll();
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if( fragmentCloned==false) mF.abortAll();
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mO.abortAll();
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mBmp = null;
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mGrid = null;
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mM = null;
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mV = null;
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mF = null;
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mO = null;
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mTextureDataH = null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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long getBitmapID()
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{
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return mBmp==null ? 0 : mBmp.hashCode();
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}
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ada90d33
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Default empty constructor so that derived classes can call it
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*/
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public DistortedObject()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy constructor used to create a DistortedObject based on various parts of another object.
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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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d07f2950
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Leszek Koltunski
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* We only call this from the descendant's classes' constructors where we have to pay attention
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* to give it the appropriate type of a DistortedObject!
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ada90d33
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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_BITMAP | CLONE_MATRIX.
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ada90d33
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Leszek Koltunski
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*/
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public DistortedObject(DistortedObject dc, int flags)
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{
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initializeEffectLists(dc,flags);
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mID = DistortedObjectList.add(this);
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mSizeX = dc.mSizeX;
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mSizeY = dc.mSizeY;
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mSizeZ = dc.mSizeZ;
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mSize = dc.mSize;
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mGrid = dc.mGrid;
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if( (flags & Distorted.CLONE_BITMAP) != 0 )
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{
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mTextureDataH = dc.mTextureDataH;
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mBmp = dc.mBmp;
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mBitmapSet = dc.mBitmapSet;
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}
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else
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{
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mTextureDataH = new int[1];
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mTextureDataH[0]= 0;
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mBitmapSet = new boolean[1];
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mBitmapSet[0] = false;
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mBmp = new Bitmap[1];
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mBmp[0] = null;
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if( Distorted.isInitialized() ) resetTexture();
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}
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}
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6a06a912
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draw the DistortedObject to the location specified by current Matrix effects.
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*
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* @param currTime current time, in milliseconds, as returned by System.currentTimeMillis().
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* This gets passed on to Interpolators inside the Effects that are currently applied to the
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* Object.
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*/
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public void draw(long currTime)
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{
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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GLES20.glUniform1i(Distorted.mTextureUniformH, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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drawPriv(currTime, Distorted.mProjection);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Releases all resources.
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*/
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public synchronized void release()
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{
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releasePriv();
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DistortedObjectList.remove(this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sets the underlying android.graphics.Bitmap object and uploads it to the GPU.
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* <p>
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* You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call
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* to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
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*
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* @param bmp The android.graphics.Bitmap object to apply effects to and display.
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*/
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public void setBitmap(Bitmap bmp)
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{
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mBitmapSet[0] = true;
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if( Distorted.isInitialized() )
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{
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);
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}
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else
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{
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mBmp[0] = bmp;
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}
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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 that are currently applied to the DistortedBitmap.
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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 addEventListener(EffectListener el)
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{
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mV.addListener(el);
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mF.addListener(el);
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mM.addListener(el);
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1e438fc7
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Leszek Koltunski
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mO.addListener(el);
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6a06a912
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Leszek Koltunski
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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 removeEventListener(EffectListener el)
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{
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mV.removeListener(el);
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mF.removeListener(el);
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mM.removeListener(el);
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1e438fc7
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Leszek Koltunski
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mO.removeListener(el);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the height of the DistortedObject.
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*
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* @return height of the object, in pixels.
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*/
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public int getWidth()
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{
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return mSizeX;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the width of the DistortedObject.
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*
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* @return width of the Object, in pixels.
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*/
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public int getHeight()
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{
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return mSizeY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the depth of the DistortedObject.
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*
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* @return depth of the Object, in pixels.
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*/
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public int getDepth()
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{
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return mSizeZ;
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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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357 |
d07f2950
|
Leszek Koltunski
|
* Aborts all Effects.
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358 |
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* @return Number of effects aborted.
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359 |
6a06a912
|
Leszek Koltunski
|
*/
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360 |
d07f2950
|
Leszek Koltunski
|
public int abortAllEffects()
|
361 |
6a06a912
|
Leszek Koltunski
|
{
|
362 |
d07f2950
|
Leszek Koltunski
|
return mM.abortAll() + mV.abortAll() + mF.abortAll() + mO.abortAll();
|
363 |
6a06a912
|
Leszek Koltunski
|
}
|
364 |
|
|
|
365 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
366 |
|
|
/**
|
367 |
d07f2950
|
Leszek Koltunski
|
* Aborts all Effects of a given type, for example all MATRIX Effects.
|
368 |
6a06a912
|
Leszek Koltunski
|
*
|
369 |
d07f2950
|
Leszek Koltunski
|
* @param type one of the constants defined in {@link EffectTypes}
|
370 |
|
|
* @return Number of effects aborted.
|
371 |
6a06a912
|
Leszek Koltunski
|
*/
|
372 |
d07f2950
|
Leszek Koltunski
|
public int abortEffects(EffectTypes type)
|
373 |
6a06a912
|
Leszek Koltunski
|
{
|
374 |
d07f2950
|
Leszek Koltunski
|
switch(type)
|
375 |
|
|
{
|
376 |
|
|
case MATRIX : return mM.abortAll();
|
377 |
|
|
case VERTEX : return mV.abortAll();
|
378 |
|
|
case FRAGMENT: return mF.abortAll();
|
379 |
|
|
case OTHER : return mO.abortAll();
|
380 |
|
|
default : return 0;
|
381 |
|
|
}
|
382 |
6a06a912
|
Leszek Koltunski
|
}
|
383 |
|
|
|
384 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
385 |
|
|
/**
|
386 |
|
|
* Aborts a single Effect.
|
387 |
|
|
*
|
388 |
|
|
* @param id ID of the Effect we want to abort.
|
389 |
476bbc81
|
Leszek Koltunski
|
* @return number of Effects aborted. Always either 0 or 1.
|
390 |
6a06a912
|
Leszek Koltunski
|
*/
|
391 |
476bbc81
|
Leszek Koltunski
|
public int abortEffect(long id)
|
392 |
6a06a912
|
Leszek Koltunski
|
{
|
393 |
1e438fc7
|
Leszek Koltunski
|
int type = (int)(id&EffectTypes.MASK);
|
394 |
|
|
|
395 |
476bbc81
|
Leszek Koltunski
|
if( type==EffectTypes.MATRIX.type ) return mM.removeByID(id>>EffectTypes.LENGTH);
|
396 |
|
|
if( type==EffectTypes.VERTEX.type ) return mV.removeByID(id>>EffectTypes.LENGTH);
|
397 |
|
|
if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
|
398 |
|
|
if( type==EffectTypes.OTHER.type ) return mO.removeByID(id>>EffectTypes.LENGTH);
|
399 |
1e438fc7
|
Leszek Koltunski
|
|
400 |
476bbc81
|
Leszek Koltunski
|
return 0;
|
401 |
6a06a912
|
Leszek Koltunski
|
}
|
402 |
|
|
|
403 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
404 |
|
|
/**
|
405 |
|
|
* Abort all Effects of a given type, for example all rotations.
|
406 |
|
|
*
|
407 |
d07f2950
|
Leszek Koltunski
|
* @param name one of the constants defined in {@link EffectNames}
|
408 |
476bbc81
|
Leszek Koltunski
|
* @return number of Effects aborted.
|
409 |
6a06a912
|
Leszek Koltunski
|
*/
|
410 |
476bbc81
|
Leszek Koltunski
|
public int abortEffects(EffectNames name)
|
411 |
6a06a912
|
Leszek Koltunski
|
{
|
412 |
d07f2950
|
Leszek Koltunski
|
switch(name.getType())
|
413 |
6a06a912
|
Leszek Koltunski
|
{
|
414 |
d07f2950
|
Leszek Koltunski
|
case MATRIX : return mM.removeByType(name);
|
415 |
|
|
case VERTEX : return mV.removeByType(name);
|
416 |
|
|
case FRAGMENT: return mF.removeByType(name);
|
417 |
|
|
case OTHER : return mO.removeByType(name);
|
418 |
476bbc81
|
Leszek Koltunski
|
default : return 0;
|
419 |
6a06a912
|
Leszek Koltunski
|
}
|
420 |
|
|
}
|
421 |
|
|
|
422 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
423 |
|
|
/**
|
424 |
|
|
* Print some info about a given Effect to Android's standard out. Used for debugging only.
|
425 |
|
|
*
|
426 |
|
|
* @param id Effect ID we want to print info about
|
427 |
|
|
* @return <code>true</code> if a single Effect of type effectType has been found.
|
428 |
|
|
*/
|
429 |
|
|
|
430 |
|
|
public boolean printEffect(long id)
|
431 |
|
|
{
|
432 |
1e438fc7
|
Leszek Koltunski
|
int type = (int)(id&EffectTypes.MASK);
|
433 |
|
|
|
434 |
|
|
if( type==EffectTypes.MATRIX.type ) return mM.printByID(id>>EffectTypes.LENGTH);
|
435 |
|
|
if( type==EffectTypes.VERTEX.type ) return mV.printByID(id>>EffectTypes.LENGTH);
|
436 |
|
|
if( type==EffectTypes.FRAGMENT.type ) return mF.printByID(id>>EffectTypes.LENGTH);
|
437 |
|
|
if( type==EffectTypes.OTHER.type ) return mO.printByID(id>>EffectTypes.LENGTH);
|
438 |
|
|
|
439 |
|
|
return false;
|
440 |
6a06a912
|
Leszek Koltunski
|
}
|
441 |
|
|
|
442 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
443 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
444 |
|
|
// Individual effect functions.
|
445 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
446 |
|
|
// Matrix-based effects
|
447 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
448 |
|
|
// MOVE
|
449 |
|
|
/**
|
450 |
|
|
* Moves the Object by a vector that changes in time as interpolated by the Interpolator.
|
451 |
|
|
*
|
452 |
d7bbef2f
|
Leszek Koltunski
|
* @param di 3-dimensional Interpolator which at any given time will return a Float3D
|
453 |
6a06a912
|
Leszek Koltunski
|
* representing the current coordinates of the vector we want to move the Object with.
|
454 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
455 |
6a06a912
|
Leszek Koltunski
|
*/
|
456 |
|
|
public long move(Interpolator3D di)
|
457 |
|
|
{
|
458 |
|
|
return mM.add(EffectNames.MOVE,null,di);
|
459 |
|
|
}
|
460 |
|
|
|
461 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
462 |
|
|
/**
|
463 |
|
|
* Moves the Bitmap by a vector that smoothly changes from (0,0,0) to (x,y,z).
|
464 |
|
|
*
|
465 |
d7bbef2f
|
Leszek Koltunski
|
* @param x The x-coordinate of the vector we want to move the Object with.
|
466 |
|
|
* @param y The y-coordinate of the vector we want to move the Object with.
|
467 |
|
|
* @param z The z-coordinate of the vector we want to move the Object with.
|
468 |
6a06a912
|
Leszek Koltunski
|
* @param duration The time, in milliseconds, it takes to complete the movement.
|
469 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
470 |
6a06a912
|
Leszek Koltunski
|
*/
|
471 |
|
|
public long move(float x,float y,float z, int duration)
|
472 |
|
|
{
|
473 |
|
|
Interpolator3D di = new Interpolator3D();
|
474 |
|
|
di.setCount(0.5f);
|
475 |
|
|
di.setDuration(duration);
|
476 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
477 |
|
|
di.add(new Float3D(x,y,z));
|
478 |
|
|
|
479 |
|
|
return mM.add(EffectNames.MOVE,null,di);
|
480 |
|
|
}
|
481 |
|
|
|
482 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
483 |
|
|
/**
|
484 |
|
|
* Moves the Bitmap by vector (x,y,z) immediately.
|
485 |
|
|
*
|
486 |
|
|
* @param x The x-coordinate of the vector we want to move the Object with.
|
487 |
|
|
* @param y The y-coordinate of the vector we want to move the Object with.
|
488 |
|
|
* @param z The z-coordinate of the vector we want to move the Object with.
|
489 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
490 |
6a06a912
|
Leszek Koltunski
|
*/
|
491 |
|
|
public long move(float x,float y,float z)
|
492 |
|
|
{
|
493 |
|
|
return mM.add(EffectNames.MOVE,0.0f,0.0f,0.0f,x,y,z,0.0f);
|
494 |
|
|
}
|
495 |
|
|
|
496 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
497 |
|
|
// SCALE
|
498 |
|
|
/**
|
499 |
|
|
* Scales the Object by factors that change in time as returned by the Interpolator.
|
500 |
|
|
*
|
501 |
d7bbef2f
|
Leszek Koltunski
|
* @param di 3-dimensional Interpolator which at any given time returns a Float3D
|
502 |
6a06a912
|
Leszek Koltunski
|
* representing the current x- , y- and z- scale factors.
|
503 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
504 |
6a06a912
|
Leszek Koltunski
|
*/
|
505 |
|
|
public long scale(Interpolator3D di)
|
506 |
|
|
{
|
507 |
|
|
return mM.add(EffectNames.SCALE,null,di);
|
508 |
|
|
}
|
509 |
|
|
|
510 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511 |
|
|
/**
|
512 |
|
|
* Scales the Object by a factor that smoothly changes from (1,1,1) at time 0 to (xscale,yscale,zscale)
|
513 |
|
|
* after 'duration' milliseconds.
|
514 |
|
|
*
|
515 |
d7bbef2f
|
Leszek Koltunski
|
* @param xscale After time 'duration' passes, Bitmap's width will get multiplied by xscale; e.g. if
|
516 |
|
|
* xscale=2, after 'duration' milliseconds the Object will become twice broader.
|
517 |
|
|
* @param yscale Factor to scale Object's height with.
|
518 |
|
|
* @param zscale Factor to scale Object's depth with.
|
519 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to interpolate to the full (xscale,yscale,zscale) scaling factors.
|
520 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
521 |
6a06a912
|
Leszek Koltunski
|
*/
|
522 |
|
|
public long scale(float xscale,float yscale,float zscale, int duration)
|
523 |
|
|
{
|
524 |
|
|
Interpolator3D di = new Interpolator3D();
|
525 |
|
|
di.setCount(0.5f);
|
526 |
|
|
di.setDuration(duration);
|
527 |
|
|
di.add(new Float3D(1.0f,1.0f,1.0f));
|
528 |
|
|
di.add(new Float3D(xscale,yscale,zscale));
|
529 |
|
|
|
530 |
|
|
return mM.add(EffectNames.SCALE,null,di);
|
531 |
|
|
}
|
532 |
|
|
|
533 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
534 |
|
|
/**
|
535 |
|
|
* Immediately scales the Object's width by (xscale,yscale,zscale).
|
536 |
|
|
*
|
537 |
|
|
* @param xscale Object's width gets multiplied by this factor; e.g. if
|
538 |
|
|
* xscale=2, the Object immediately becomes twice broader.
|
539 |
|
|
* @param yscale factor to scale Object's height with.
|
540 |
|
|
* @param zscale factor to scale Object's depth with.
|
541 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
542 |
6a06a912
|
Leszek Koltunski
|
*/
|
543 |
|
|
public long scale(float xscale,float yscale,float zscale)
|
544 |
|
|
{
|
545 |
|
|
return mM.add(EffectNames.SCALE,0.0f,0.0f,0.0f,xscale,yscale,zscale,0.0f);
|
546 |
|
|
}
|
547 |
|
|
|
548 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
549 |
|
|
/**
|
550 |
|
|
* Convenience function - scale the Object by the same factor in all 3 dimensions.
|
551 |
|
|
*
|
552 |
d7bbef2f
|
Leszek Koltunski
|
* @param scale all 3 Object's dimensions get multiplied by this factor; e.g. if
|
553 |
6a06a912
|
Leszek Koltunski
|
* scale=2, the Object immediately becomes twice larger.
|
554 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
555 |
6a06a912
|
Leszek Koltunski
|
*/
|
556 |
|
|
public long scale(float scale)
|
557 |
|
|
{
|
558 |
|
|
return mM.add(EffectNames.SCALE,0.0f,0.0f,0.0f,scale,scale,scale,0.0f);
|
559 |
|
|
}
|
560 |
|
|
|
561 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
562 |
|
|
// ROTATE
|
563 |
|
|
/**
|
564 |
|
|
* Rotates the Object around a (possibly moving) point, with angle and axis that change in time.
|
565 |
|
|
*
|
566 |
|
|
* @param i 3-dimensional Interpolator which at any given time will return the current center of
|
567 |
|
|
* the rotation
|
568 |
|
|
* @param v 4-dimensional Interpolator which at any given time will return a Float4D
|
569 |
|
|
* representing the current rotation in the (angle,axisX,axisY,axisY) form.
|
570 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
571 |
6a06a912
|
Leszek Koltunski
|
*/
|
572 |
|
|
public long rotate(Interpolator3D i, Interpolator4D v)
|
573 |
|
|
{
|
574 |
|
|
return mM.add(EffectNames.ROTATE, i, v);
|
575 |
|
|
}
|
576 |
|
|
|
577 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
578 |
|
|
/**
|
579 |
|
|
* Rotates the Object around a static point, with angle and axis that change in time.
|
580 |
|
|
*
|
581 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Center of the rotation
|
582 |
|
|
* @param v 4-dimensional Interpolator which at any given time will return a Float4D
|
583 |
|
|
* representing the current rotation in the (angle,axisX,axisY,axisY) form.
|
584 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
585 |
6a06a912
|
Leszek Koltunski
|
*/
|
586 |
|
|
public long rotate(Float3D point, Interpolator4D v)
|
587 |
|
|
{
|
588 |
|
|
return mM.add(EffectNames.ROTATE, point.x, point.y, point.z , v);
|
589 |
|
|
}
|
590 |
|
|
|
591 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
592 |
|
|
/**
|
593 |
d7bbef2f
|
Leszek Koltunski
|
* Rotates the Object around a static point, with angle that changes in time, around axis
|
594 |
|
|
* (axisX, axisY, axisZ).
|
595 |
6a06a912
|
Leszek Koltunski
|
*
|
596 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Center of the rotation
|
597 |
|
|
* @param v 1-dimensional Interpolator which at any given time will return the current rotation
|
598 |
|
|
* angle.
|
599 |
|
|
* @param axisX Rotation vector: x-coordinate
|
600 |
|
|
* @param axisY Rotation vector: y-coordinate
|
601 |
|
|
* @param axisZ Rotation vector: z-coordinate
|
602 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
603 |
6a06a912
|
Leszek Koltunski
|
*/
|
604 |
|
|
public long rotate(Float3D point, Interpolator1D v, float axisX, float axisY, float axisZ)
|
605 |
|
|
{
|
606 |
|
|
return mM.add(EffectNames.ROTATE, point.x, point.y, point.z , v, axisX, axisY, axisZ);
|
607 |
|
|
}
|
608 |
|
|
|
609 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
610 |
|
|
/**
|
611 |
|
|
* Rotates the Object around a (possibly moving) point, with angle that changes in time.
|
612 |
|
|
* Axis of rotation is the vector (0,0,1), i.e. a vector normal to the screen surface.
|
613 |
|
|
*
|
614 |
|
|
* @param i 3-dimensional Interpolator which at any given time will return the current center
|
615 |
|
|
* of the rotation.
|
616 |
|
|
* @param a 1-dimensional Interpolator which returns the current rotation angle.
|
617 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
618 |
6a06a912
|
Leszek Koltunski
|
*/
|
619 |
|
|
public long rotate(Interpolator3D i, Interpolator1D a)
|
620 |
|
|
{
|
621 |
|
|
return mM.add(EffectNames.ROTATE, i, a, 0.0f,0.0f,1.0f);
|
622 |
|
|
}
|
623 |
|
|
|
624 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
625 |
|
|
/**
|
626 |
|
|
* Rotates the Object around a constant point, with angle that changes in time.
|
627 |
|
|
* Axis of rotation is the vector (0,0,1), i.e. a vector normal to the screen surface.
|
628 |
|
|
*
|
629 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Coordinates of the Point we are rotating around.
|
630 |
|
|
* @param angle Angle that we want to rotate the Bitmap to. Unit: degrees
|
631 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to complete one rotation from 0 to 'angle' degrees.
|
632 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
633 |
6a06a912
|
Leszek Koltunski
|
*/
|
634 |
|
|
public long rotate(Float3D point, int angle, int duration)
|
635 |
|
|
{
|
636 |
|
|
Interpolator1D di = new Interpolator1D();
|
637 |
|
|
di.setCount(0.5f);
|
638 |
|
|
di.setDuration(duration);
|
639 |
|
|
di.add(new Float1D( 0));
|
640 |
|
|
di.add(new Float1D(angle));
|
641 |
|
|
|
642 |
|
|
return mM.add(EffectNames.ROTATE,point.x,point.y,point.z, di, 0.0f,0.0f,1.0f);
|
643 |
|
|
}
|
644 |
|
|
|
645 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
646 |
|
|
/**
|
647 |
|
|
* Rotates the Object immediately by 'angle' degrees around point p.
|
648 |
|
|
* Axis of rotation is given by the last 3 floats.
|
649 |
|
|
*
|
650 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Coordinates of the Point we are rotating around.
|
651 |
|
|
* @param angle Angle that we want to rotate the Bitmap to. Unit: degrees
|
652 |
|
|
* @param axisX Axis of rotation: x-coordinate
|
653 |
|
|
* @param axisY Axis of rotation: y-coordinate
|
654 |
|
|
* @param axisZ Axis of rotation: z-coordinate
|
655 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
656 |
6a06a912
|
Leszek Koltunski
|
*/
|
657 |
|
|
public long rotate(Float3D point, float angle, float axisX, float axisY, float axisZ)
|
658 |
|
|
{
|
659 |
|
|
return mM.add(EffectNames.ROTATE, point.x, point.y, point.z, angle, axisX, axisY, axisZ);
|
660 |
|
|
}
|
661 |
|
|
|
662 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
663 |
|
|
/**
|
664 |
|
|
* Rotates the Object immediately by 'angle' degrees around point p.
|
665 |
|
|
*
|
666 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Coordinates of the Point we are rotating around.
|
667 |
|
|
* @param angle The angle that we want to rotate the Bitmap to. Unit: degrees
|
668 |
6a06a912
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
669 |
|
|
*/
|
670 |
|
|
public long rotate(Float3D point, int angle)
|
671 |
|
|
{
|
672 |
|
|
return mM.add(EffectNames.ROTATE,point.x,point.y,point.z,angle,0.0f,0.0f,1.0f);
|
673 |
|
|
}
|
674 |
|
|
|
675 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
676 |
|
|
// QUATERNION
|
677 |
|
|
/**
|
678 |
|
|
* Rotates the Object immediately by quaternion (qX,qY,qZ,qW).
|
679 |
|
|
*
|
680 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Coordinates of the Point we are rotating around.
|
681 |
|
|
* @param qX Quaternion: x-coordinate
|
682 |
|
|
* @param qY Quaternion: y-coordinate
|
683 |
|
|
* @param qZ Quaternion: z-coordinate
|
684 |
|
|
* @param qW Quaternion: w-coordinate
|
685 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
686 |
6a06a912
|
Leszek Koltunski
|
*/
|
687 |
|
|
public long quaternion(Float3D point, float qX, float qY, float qZ, float qW)
|
688 |
|
|
{
|
689 |
|
|
return mM.add(EffectNames.QUATERNION,point.x,point.y,point.z,qX,qY,qZ,qW);
|
690 |
|
|
}
|
691 |
|
|
|
692 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
693 |
|
|
/**
|
694 |
|
|
* Rotates the Object by a quaternion that's at the moment returned by the InterpolatorQuat.
|
695 |
|
|
*
|
696 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Coordinates of the Point we are rotating around.
|
697 |
|
|
* @param iq Interpolator that's going to, at any given moment, return a quaternion.
|
698 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
699 |
6a06a912
|
Leszek Koltunski
|
*/
|
700 |
|
|
public long quaternion(Float3D point, InterpolatorQuat iq)
|
701 |
|
|
{
|
702 |
|
|
return mM.add(EffectNames.QUATERNION,point.x,point.y,point.z,iq);
|
703 |
|
|
}
|
704 |
|
|
|
705 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
706 |
|
|
/**
|
707 |
|
|
* Rotates the Object around a moving point by a quaternion that's at the moment returned by the InterpolatorQuat.
|
708 |
|
|
*
|
709 |
d7bbef2f
|
Leszek Koltunski
|
* @param i Interpolator that returns the current center of rotation.
|
710 |
6a06a912
|
Leszek Koltunski
|
* @param iq Interpolator that's going to, at any given moment, return a quaternion representing the current rotation.
|
711 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
712 |
6a06a912
|
Leszek Koltunski
|
*/
|
713 |
|
|
public long quaternion(Interpolator3D i, InterpolatorQuat iq)
|
714 |
|
|
{
|
715 |
|
|
return mM.add(EffectNames.QUATERNION,i,iq);
|
716 |
|
|
}
|
717 |
|
|
|
718 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
719 |
|
|
// SHEAR
|
720 |
|
|
/**
|
721 |
|
|
* Shears the Object. If the Interpolator is 1D, it will shear along the X-axis. 2D Interpolator adds
|
722 |
|
|
* shearing along the Y-axis, 3D one along Z axis.
|
723 |
|
|
*
|
724 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Center of shearing, i.e. the point which stays unmoved.
|
725 |
|
|
* @param di 1- 2- or 3D Interpolator which, at any given point, returns the ordered 1-, 2-
|
726 |
|
|
* or 3-tuple of shear factors.
|
727 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
728 |
6a06a912
|
Leszek Koltunski
|
*/
|
729 |
|
|
public long shear(Float3D point, Interpolator di)
|
730 |
|
|
{
|
731 |
|
|
return mM.add(EffectNames.SHEAR, point.x, point.y, point.z, di);
|
732 |
|
|
}
|
733 |
|
|
|
734 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
735 |
|
|
/**
|
736 |
|
|
* Shears the Object in 3D. Order: first X shearing, then Y, then Z.
|
737 |
|
|
*
|
738 |
d7bbef2f
|
Leszek Koltunski
|
* @param point Center of shearing, i.e. the point which stays unmoved.
|
739 |
|
|
* @param vector ordered 3-tuple (x-degree, y-degree, z-degree) of shearing (tangent of the angle with
|
740 |
|
|
* which the X,Y and Z axis get slanted)
|
741 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
742 |
6a06a912
|
Leszek Koltunski
|
*/
|
743 |
|
|
public long shear(Float3D point, Float3D vector)
|
744 |
|
|
{
|
745 |
|
|
Interpolator3D di = new Interpolator3D();
|
746 |
|
|
di.setCount(0.5f);
|
747 |
|
|
di.setDuration(0);
|
748 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
749 |
|
|
di.add(vector);
|
750 |
|
|
|
751 |
|
|
return mM.add(EffectNames.SHEAR, point.x, point.y, point.z, di );
|
752 |
|
|
}
|
753 |
|
|
|
754 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
755 |
|
|
// Fragment-based effects
|
756 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
757 |
|
|
// MACROBLOCK
|
758 |
|
|
/**
|
759 |
|
|
* Creates macroblocks at and around point defined by the Interpolator2D and the Region.
|
760 |
|
|
* Size of the macroblocks at any given time is returned by the Interpolator1D.
|
761 |
|
|
*
|
762 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator which, at any given time, returns the size of the macroblocks.
|
763 |
|
|
* @param region Region this Effect is limited to.
|
764 |
|
|
* Null here means 'apply the effect to the whole Bitmap'.
|
765 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
|
766 |
|
|
* current center of the effect.
|
767 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
768 |
6a06a912
|
Leszek Koltunski
|
*/
|
769 |
|
|
public long macroblock(Interpolator1D a, Float4D region, Interpolator2D i)
|
770 |
|
|
{
|
771 |
|
|
return mF.add(EffectNames.MACROBLOCK, a, region, i);
|
772 |
|
|
}
|
773 |
|
|
|
774 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
775 |
|
|
/**
|
776 |
|
|
* Creates macroblocks at and around point defined by the Point2D and the Region.
|
777 |
|
|
* Size of the macroblocks at any given time is returned by the Interpolator1D.
|
778 |
|
|
* <p>
|
779 |
|
|
* The difference between this and the previous method is that here the center of the Effect stays constant.
|
780 |
|
|
*
|
781 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator which, at any given time, returns the size of the macroblocks.
|
782 |
|
|
* @param region Region this Effect is limited to.
|
783 |
|
|
* Null here means 'apply the effect to the whole Bitmap'.
|
784 |
|
|
* @param point Center of the Effect.
|
785 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
786 |
6a06a912
|
Leszek Koltunski
|
*/
|
787 |
|
|
public long macroblock(Interpolator1D a, Float4D region, Float2D point)
|
788 |
|
|
{
|
789 |
|
|
return mF.add(EffectNames.MACROBLOCK, a, region, point.x, point.y);
|
790 |
|
|
}
|
791 |
|
|
|
792 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
793 |
|
|
/**
|
794 |
|
|
* Creates macroblocks at and around point defined by the Interpolator2D and the Region.
|
795 |
|
|
* <p>
|
796 |
|
|
* The macroblocks change in size; at time 0 there are none, and after 'duration/2' milliseconds
|
797 |
|
|
* they are of (pixels X pixels) size; after 'duration' milliseconds there are again none (i.e. their
|
798 |
|
|
* size is 1X1, i.e. 1 pixel).
|
799 |
|
|
*
|
800 |
d7bbef2f
|
Leszek Koltunski
|
* @param pixels Maximum size, in pixels, of the Macroblocks we want to see.
|
801 |
|
|
* @param region Region this Effect is limited to.
|
802 |
|
|
* Null here means 'apply the effect to the whole Bitmap'.
|
803 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
|
804 |
|
|
* current center of the effect.
|
805 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
806 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
807 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
808 |
6a06a912
|
Leszek Koltunski
|
*/
|
809 |
|
|
public long macroblock(int pixels, Float4D region, Interpolator2D i, int duration, float count)
|
810 |
|
|
{
|
811 |
|
|
Interpolator1D di = new Interpolator1D();
|
812 |
|
|
di.setCount(count);
|
813 |
|
|
di.setDuration(duration);
|
814 |
|
|
di.add(new Float1D(1));
|
815 |
|
|
di.add(new Float1D(pixels));
|
816 |
|
|
|
817 |
|
|
return mF.add(EffectNames.MACROBLOCK, di, region, i);
|
818 |
|
|
}
|
819 |
|
|
|
820 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
821 |
|
|
/**
|
822 |
|
|
* Creates macroblocks at and around point defined by the Point2D and the Region.
|
823 |
|
|
* <p>
|
824 |
|
|
* The macroblocks change in size; at time 0 there are none, and after 'duration/2' milliseconds
|
825 |
|
|
* they are of (pixels X pixels) size; after 'duration' milliseconds there are again none (i.e. their
|
826 |
|
|
* size is 1X1, i.e. 1 pixel).
|
827 |
|
|
* <p>
|
828 |
|
|
* The difference between this and the previous method is that here the center of the Effect stays constant.
|
829 |
|
|
*
|
830 |
d7bbef2f
|
Leszek Koltunski
|
* @param pixels Maximum size, in pixels, of the Macroblocks we want to see.
|
831 |
|
|
* @param region Region this Effect is limited to.
|
832 |
|
|
* Null here means 'apply the effect to the whole Bitmap'.
|
833 |
|
|
* @param point Center of the Effect.
|
834 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
835 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
836 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
837 |
6a06a912
|
Leszek Koltunski
|
*/
|
838 |
|
|
public long macroblock(int pixels, Float4D region, Float2D point, int duration, float count)
|
839 |
|
|
{
|
840 |
|
|
Interpolator1D di = new Interpolator1D();
|
841 |
|
|
di.setCount(count);
|
842 |
|
|
di.setDuration(duration);
|
843 |
|
|
di.add(new Float1D(1));
|
844 |
|
|
di.add(new Float1D(pixels));
|
845 |
|
|
|
846 |
|
|
return mF.add(EffectNames.MACROBLOCK, di, region, point.x, point.y);
|
847 |
|
|
}
|
848 |
|
|
|
849 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
850 |
|
|
/**
|
851 |
|
|
* Creates macroblocks on the whole Bitmap.
|
852 |
|
|
* <p>
|
853 |
|
|
* The macroblocks change in size; at time 0 there are none, and after 'duration/2' milliseconds
|
854 |
|
|
* they are of (pixels X pixels) size; after 'duration' milliseconds there are again none (i.e. their
|
855 |
|
|
* size is 1X1, i.e. 1 pixel).
|
856 |
|
|
* <p>
|
857 |
|
|
* The difference between this and the previous method is that here there is no masking Region; thus
|
858 |
|
|
* there is also no center of the Effect.
|
859 |
|
|
*
|
860 |
d7bbef2f
|
Leszek Koltunski
|
* @param pixels Maximum size, in pixels, of the Macroblocks we want to see.
|
861 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
862 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
863 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
864 |
6a06a912
|
Leszek Koltunski
|
*/
|
865 |
|
|
public long macroblock(int pixels, int duration, float count)
|
866 |
|
|
{
|
867 |
|
|
Interpolator1D di = new Interpolator1D();
|
868 |
|
|
di.setCount(count);
|
869 |
|
|
di.setDuration(duration);
|
870 |
|
|
di.add(new Float1D(1));
|
871 |
|
|
di.add(new Float1D(pixels));
|
872 |
|
|
|
873 |
|
|
return mF.add(EffectNames.MACROBLOCK, di, null, 0.0f, 0.0f);
|
874 |
|
|
}
|
875 |
|
|
|
876 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
877 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
878 |
|
|
// CHROMA
|
879 |
|
|
/**
|
880 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
881 |
|
|
*
|
882 |
d7bbef2f
|
Leszek Koltunski
|
* @param t 1-dimensional Interpolator that returns the level of blend a given pixel will be
|
883 |
|
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color
|
884 |
b1e91f2c
|
Leszek Koltunski
|
* @param color Color to mix. (1,0,0) is RED.
|
885 |
d7bbef2f
|
Leszek Koltunski
|
* @param region Region this Effect is limited to.
|
886 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
887 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing
|
888 |
|
|
* the current center of the effect.
|
889 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
890 |
6a06a912
|
Leszek Koltunski
|
*/
|
891 |
|
|
public long chroma(Interpolator1D t, Float3D color, Float4D region, Interpolator2D i)
|
892 |
|
|
{
|
893 |
|
|
return mF.add(EffectNames.CHROMA, t, color, region, i);
|
894 |
|
|
}
|
895 |
|
|
|
896 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
897 |
|
|
/**
|
898 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
899 |
|
|
* <p>
|
900 |
|
|
* Here the center of the Effect stays constant.
|
901 |
|
|
*
|
902 |
d7bbef2f
|
Leszek Koltunski
|
* @param t 1-dimensional Interpolator that returns the level of blend a given pixel will be
|
903 |
|
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color
|
904 |
b1e91f2c
|
Leszek Koltunski
|
* @param color Color to mix. (1,0,0) is RED.
|
905 |
d7bbef2f
|
Leszek Koltunski
|
* @param region Region this Effect is limited to.
|
906 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
907 |
|
|
* @param point Center of the Effect.
|
908 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
909 |
6a06a912
|
Leszek Koltunski
|
*/
|
910 |
|
|
public long chroma(Interpolator1D t, Float3D color, Float4D region, Float2D point)
|
911 |
|
|
{
|
912 |
|
|
return mF.add(EffectNames.CHROMA, t, color, region, point.x, point.y);
|
913 |
|
|
}
|
914 |
|
|
|
915 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
916 |
|
|
/**
|
917 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
918 |
|
|
*
|
919 |
d7bbef2f
|
Leszek Koltunski
|
* @param t Level of blend a given pixel will be mixed with the next parameter 'color':
|
920 |
|
|
* pixel = (1-t)*pixel + t*color
|
921 |
b1e91f2c
|
Leszek Koltunski
|
* @param color Color to mix. (1,0,0) is RED.
|
922 |
d7bbef2f
|
Leszek Koltunski
|
* @param region Region this Effect is limited to.
|
923 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
924 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
|
925 |
|
|
* current center of the effect.
|
926 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
927 |
6a06a912
|
Leszek Koltunski
|
*/
|
928 |
|
|
public long chroma(float t, Float3D color, Float4D region, Interpolator2D i)
|
929 |
|
|
{
|
930 |
|
|
return mF.add(EffectNames.CHROMA, t, color, region, i);
|
931 |
|
|
}
|
932 |
|
|
|
933 |
d7bbef2f
|
Leszek Koltunski
|
///// //////////////////////////////////////////////////////////////////////////////////////////////
|
934 |
6a06a912
|
Leszek Koltunski
|
/**
|
935 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
936 |
|
|
* <p>
|
937 |
|
|
* Here the center of the Effect stays constant.
|
938 |
|
|
*
|
939 |
d7bbef2f
|
Leszek Koltunski
|
* @param t Level of blend a given pixel will be mixed with the next parameter 'color':
|
940 |
|
|
* pixel = (1-t)*pixel + t*color
|
941 |
b1e91f2c
|
Leszek Koltunski
|
* @param color Color to mix. (1,0,0) is RED.
|
942 |
d7bbef2f
|
Leszek Koltunski
|
* @param region The Region this Effect is limited to.
|
943 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
944 |
|
|
* @param point Center of the Effect.
|
945 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
946 |
6a06a912
|
Leszek Koltunski
|
*/
|
947 |
|
|
public long chroma(float t, Float3D color, Float4D region, Float2D point)
|
948 |
|
|
{
|
949 |
|
|
return mF.add(EffectNames.CHROMA, t, color, region, point.x, point.y);
|
950 |
|
|
}
|
951 |
|
|
|
952 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
953 |
|
|
/**
|
954 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
955 |
|
|
* <p>
|
956 |
|
|
* Here the Effect applies to the whole bitmap.
|
957 |
|
|
*
|
958 |
d7bbef2f
|
Leszek Koltunski
|
* @param t Level of blend a given pixel will be mixed with the next parameter 'color':
|
959 |
|
|
* pixel = (1-t)*pixel + t*color
|
960 |
b1e91f2c
|
Leszek Koltunski
|
* @param color Color to mix. (1,0,0) is RED.
|
961 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
962 |
6a06a912
|
Leszek Koltunski
|
*/
|
963 |
|
|
public long chroma(float t, Float3D color)
|
964 |
|
|
{
|
965 |
|
|
return mF.add(EffectNames.CHROMA, t, color, null, 0, 0);
|
966 |
|
|
}
|
967 |
|
|
|
968 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
969 |
|
|
/**
|
970 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
971 |
|
|
*
|
972 |
|
|
* See {@link #chroma(Interpolator1D, Float3D, Float4D, Interpolator2D)}
|
973 |
|
|
*/
|
974 |
|
|
public long smooth_chroma(Interpolator1D t, Float3D color, Float4D region, Interpolator2D i)
|
975 |
|
|
{
|
976 |
|
|
return mF.add(EffectNames.SMOOTH_CHROMA, t, color, region, i);
|
977 |
|
|
}
|
978 |
|
|
|
979 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
980 |
|
|
/**
|
981 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
982 |
|
|
*
|
983 |
|
|
* See {@link #chroma(Interpolator1D, Float3D, Float4D, Float2D)}
|
984 |
|
|
*/
|
985 |
|
|
public long smooth_chroma(Interpolator1D t, Float3D color, Float4D region, Float2D point)
|
986 |
|
|
{
|
987 |
|
|
return mF.add(EffectNames.SMOOTH_CHROMA, t, color, region, point.x, point.y);
|
988 |
|
|
}
|
989 |
|
|
|
990 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
991 |
|
|
/**
|
992 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
993 |
|
|
*
|
994 |
|
|
* See {@link #chroma(float, Float3D, Float4D, Interpolator2D)}
|
995 |
|
|
*/
|
996 |
|
|
public long smooth_chroma(float t, Float3D color, Float4D region, Interpolator2D i)
|
997 |
|
|
{
|
998 |
|
|
return mF.add(EffectNames.SMOOTH_CHROMA, t, color, region, i);
|
999 |
|
|
}
|
1000 |
|
|
|
1001 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1002 |
|
|
/**
|
1003 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
1004 |
|
|
*
|
1005 |
|
|
* See {@link #chroma(float, Float3D, Float4D, Float2D)}
|
1006 |
|
|
*/
|
1007 |
|
|
public long smooth_chroma(float t, Float3D color, Float4D region, Float2D point)
|
1008 |
|
|
{
|
1009 |
|
|
return mF.add(EffectNames.SMOOTH_CHROMA, t, color, region, point.x, point.y);
|
1010 |
|
|
}
|
1011 |
|
|
|
1012 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1013 |
|
|
/**
|
1014 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
|
1015 |
|
|
*
|
1016 |
|
|
* See {@link #chroma(float, Float3D)}
|
1017 |
|
|
*/
|
1018 |
|
|
public long smooth_chroma(float t, Float3D color)
|
1019 |
|
|
{
|
1020 |
|
|
return mF.add(EffectNames.SMOOTH_CHROMA, t, color, null, 0, 0);
|
1021 |
|
|
}
|
1022 |
|
|
|
1023 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1024 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1025 |
|
|
// ALPHA
|
1026 |
|
|
/**
|
1027 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1028 |
|
|
*
|
1029 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of transparency we want to have at any given
|
1030 |
|
|
* moment.
|
1031 |
|
|
* @param region Region this Effect is limited to.
|
1032 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1033 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
|
1034 |
|
|
* current center of the effect.
|
1035 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1036 |
6a06a912
|
Leszek Koltunski
|
*/
|
1037 |
|
|
public long alpha(Interpolator1D a, Float4D region, Interpolator2D i)
|
1038 |
|
|
{
|
1039 |
|
|
return mF.add(EffectNames.ALPHA, a, region, i);
|
1040 |
|
|
}
|
1041 |
|
|
|
1042 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1043 |
|
|
/**
|
1044 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1045 |
|
|
* <p>
|
1046 |
|
|
* Here the center of the Effect stays constant.
|
1047 |
|
|
*
|
1048 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of transparency we want to have at any given
|
1049 |
|
|
* moment.
|
1050 |
|
|
* @param region Region this Effect is limited to.
|
1051 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1052 |
|
|
* @param point Center of the Effect.
|
1053 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1054 |
6a06a912
|
Leszek Koltunski
|
*/
|
1055 |
|
|
public long alpha(Interpolator1D a, Float4D region, Float2D point)
|
1056 |
|
|
{
|
1057 |
|
|
return mF.add(EffectNames.ALPHA, a, region, point.x, point.y);
|
1058 |
|
|
}
|
1059 |
|
|
|
1060 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1061 |
|
|
/**
|
1062 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1063 |
|
|
*
|
1064 |
d7bbef2f
|
Leszek Koltunski
|
* @param alpha Level of Alpha (between 0 and 1) we want to interpolate to.
|
1065 |
|
|
* @param region Region this Effect is limited to.
|
1066 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1067 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
|
1068 |
|
|
* current center of the effect.
|
1069 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1070 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1071 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1072 |
6a06a912
|
Leszek Koltunski
|
*/
|
1073 |
|
|
public long alpha(float alpha, Float4D region, Interpolator2D i, int duration, float count)
|
1074 |
|
|
{
|
1075 |
|
|
Interpolator1D di = new Interpolator1D();
|
1076 |
|
|
di.setCount(count);
|
1077 |
|
|
di.setDuration(duration);
|
1078 |
|
|
di.add(new Float1D(1));
|
1079 |
|
|
di.add(new Float1D(alpha));
|
1080 |
|
|
|
1081 |
|
|
return mF.add(EffectNames.ALPHA, di, region, i);
|
1082 |
|
|
}
|
1083 |
|
|
|
1084 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1085 |
|
|
/**
|
1086 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1087 |
|
|
* <p>
|
1088 |
|
|
* Here the center of the Effect stays constant.
|
1089 |
|
|
*
|
1090 |
d7bbef2f
|
Leszek Koltunski
|
* @param alpha Level of Alpha (between 0 and 1) we want to interpolate to.
|
1091 |
|
|
* @param region Region this Effect is limited to.
|
1092 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1093 |
|
|
* @param point Center of the Effect.
|
1094 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1095 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1096 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1097 |
6a06a912
|
Leszek Koltunski
|
*/
|
1098 |
|
|
public long alpha(float alpha, Float4D region, Float2D point, int duration, float count)
|
1099 |
|
|
{
|
1100 |
|
|
Interpolator1D di = new Interpolator1D();
|
1101 |
|
|
di.setCount(count);
|
1102 |
|
|
di.setDuration(duration);
|
1103 |
|
|
di.add(new Float1D(1));
|
1104 |
|
|
di.add(new Float1D(alpha));
|
1105 |
|
|
|
1106 |
|
|
return mF.add(EffectNames.ALPHA, di, region, point.x, point.y);
|
1107 |
|
|
}
|
1108 |
|
|
|
1109 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1110 |
|
|
/**
|
1111 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1112 |
|
|
* <p>
|
1113 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1114 |
|
|
*
|
1115 |
d7bbef2f
|
Leszek Koltunski
|
* @param alpha Level of Alpha (between 0 and 1) we want to interpolate to.
|
1116 |
|
|
* @param region Region this Effect is limited to.
|
1117 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1118 |
|
|
* @param point Center of the Effect.
|
1119 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1120 |
6a06a912
|
Leszek Koltunski
|
*/
|
1121 |
|
|
public long alpha(float alpha, Float4D region, Float2D point)
|
1122 |
|
|
{
|
1123 |
|
|
Interpolator1D di = new Interpolator1D();
|
1124 |
|
|
di.setCount(0.5f);
|
1125 |
|
|
di.setDuration(0);
|
1126 |
|
|
di.add(new Float1D(1));
|
1127 |
|
|
di.add(new Float1D(alpha));
|
1128 |
|
|
|
1129 |
|
|
return mF.add(EffectNames.ALPHA, di, region, point.x, point.y);
|
1130 |
|
|
}
|
1131 |
|
|
|
1132 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1133 |
|
|
/**
|
1134 |
|
|
* Makes the whole Bitmap change its transparency level.
|
1135 |
|
|
*
|
1136 |
d7bbef2f
|
Leszek Koltunski
|
* @param alpha Level of Alpha (between 0 and 1) we want to interpolate to.
|
1137 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1138 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1139 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1140 |
6a06a912
|
Leszek Koltunski
|
*/
|
1141 |
|
|
public long alpha(float alpha, int duration, float count)
|
1142 |
|
|
{
|
1143 |
|
|
Interpolator1D di = new Interpolator1D();
|
1144 |
|
|
di.setCount(count);
|
1145 |
|
|
di.setDuration(duration);
|
1146 |
|
|
di.add(new Float1D(1));
|
1147 |
|
|
di.add(new Float1D(alpha));
|
1148 |
|
|
|
1149 |
|
|
return mF.add(EffectNames.ALPHA, di,null, 0.0f, 0.0f);
|
1150 |
|
|
}
|
1151 |
|
|
|
1152 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1153 |
|
|
/**
|
1154 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1155 |
|
|
*
|
1156 |
|
|
* See {@link #alpha(Interpolator1D, Float4D, Interpolator2D)}
|
1157 |
|
|
*/
|
1158 |
|
|
public long smooth_alpha(Interpolator1D a, Float4D region, Interpolator2D i)
|
1159 |
|
|
{
|
1160 |
|
|
return mF.add(EffectNames.SMOOTH_ALPHA, a, region, i);
|
1161 |
|
|
}
|
1162 |
|
|
|
1163 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1164 |
|
|
/**
|
1165 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1166 |
|
|
*
|
1167 |
da7ce0d8
|
LeszekKoltunski
|
* See {@link #alpha(Interpolator1D, Float4D, Float2D)}
|
1168 |
6a06a912
|
Leszek Koltunski
|
*/
|
1169 |
|
|
public long smooth_alpha(Interpolator1D a, Float4D region, Float2D point)
|
1170 |
|
|
{
|
1171 |
|
|
return mF.add(EffectNames.SMOOTH_ALPHA, a, region, point.x, point.y);
|
1172 |
|
|
}
|
1173 |
|
|
|
1174 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1175 |
|
|
/**
|
1176 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1177 |
|
|
*
|
1178 |
da7ce0d8
|
LeszekKoltunski
|
* See {@link #alpha(float, Float4D, Interpolator2D, int, float)}
|
1179 |
6a06a912
|
Leszek Koltunski
|
*/
|
1180 |
|
|
public long smooth_alpha(float alpha, Float4D region, Interpolator2D i, int duration, float count)
|
1181 |
|
|
{
|
1182 |
|
|
Interpolator1D di = new Interpolator1D();
|
1183 |
|
|
di.setCount(count);
|
1184 |
|
|
di.setDuration(duration);
|
1185 |
|
|
di.add(new Float1D(1));
|
1186 |
|
|
di.add(new Float1D(alpha));
|
1187 |
|
|
|
1188 |
|
|
return mF.add(EffectNames.SMOOTH_ALPHA, di, region, i);
|
1189 |
|
|
}
|
1190 |
|
|
|
1191 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1192 |
|
|
/**
|
1193 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1194 |
|
|
*
|
1195 |
da7ce0d8
|
LeszekKoltunski
|
* See {@link #alpha(float, Float4D, Float2D, int, float)}
|
1196 |
6a06a912
|
Leszek Koltunski
|
*/
|
1197 |
|
|
public long smooth_alpha(float alpha, Float4D region, Float2D point, int duration, float count)
|
1198 |
|
|
{
|
1199 |
|
|
Interpolator1D di = new Interpolator1D();
|
1200 |
|
|
di.setCount(count);
|
1201 |
|
|
di.setDuration(duration);
|
1202 |
|
|
di.add(new Float1D(1));
|
1203 |
|
|
di.add(new Float1D(alpha));
|
1204 |
|
|
|
1205 |
|
|
return mF.add(EffectNames.SMOOTH_ALPHA, di, region, point.x, point.y);
|
1206 |
|
|
}
|
1207 |
|
|
|
1208 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1209 |
|
|
/**
|
1210 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its transparency level.
|
1211 |
|
|
*
|
1212 |
da7ce0d8
|
LeszekKoltunski
|
* See {@link #alpha(float, Float4D, Float2D)}
|
1213 |
6a06a912
|
Leszek Koltunski
|
*/
|
1214 |
|
|
public long smooth_alpha(float alpha, Float4D region, Float2D point)
|
1215 |
|
|
{
|
1216 |
|
|
Interpolator1D di = new Interpolator1D();
|
1217 |
|
|
di.setCount(0.5f);
|
1218 |
|
|
di.setDuration(0);
|
1219 |
|
|
di.add(new Float1D(1));
|
1220 |
|
|
di.add(new Float1D(alpha));
|
1221 |
|
|
|
1222 |
|
|
return mF.add(EffectNames.SMOOTH_ALPHA, di, region, point.x, point.y);
|
1223 |
|
|
}
|
1224 |
|
|
|
1225 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1226 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1227 |
|
|
// BRIGHTNESS
|
1228 |
|
|
/**
|
1229 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1230 |
|
|
*
|
1231 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of brightness we want to have at any given
|
1232 |
|
|
* moment.
|
1233 |
|
|
* @param region Region this Effect is limited to.
|
1234 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1235 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
|
1236 |
|
|
* current center of the effect.
|
1237 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1238 |
6a06a912
|
Leszek Koltunski
|
*/
|
1239 |
|
|
public long brightness(Interpolator1D a, Float4D region, Interpolator2D i)
|
1240 |
|
|
{
|
1241 |
|
|
return mF.add(EffectNames.BRIGHTNESS, a, region, i);
|
1242 |
|
|
}
|
1243 |
|
|
|
1244 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1245 |
|
|
/**
|
1246 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1247 |
|
|
* <p>
|
1248 |
|
|
* Here the center of the Effect stays constant.
|
1249 |
|
|
*
|
1250 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of brightness we want to have at any given
|
1251 |
|
|
* moment.
|
1252 |
|
|
* @param region Region this Effect is limited to.
|
1253 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1254 |
|
|
* @param point Center of the Effect.
|
1255 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1256 |
6a06a912
|
Leszek Koltunski
|
*/
|
1257 |
|
|
public long brightness(Interpolator1D a, Float4D region, Float2D point)
|
1258 |
|
|
{
|
1259 |
|
|
return mF.add(EffectNames.BRIGHTNESS, a, region, point.x, point.y);
|
1260 |
|
|
}
|
1261 |
|
|
|
1262 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1263 |
|
|
/**
|
1264 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1265 |
|
|
*
|
1266 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1267 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1268 |
|
|
* anything more than 1- lighten it up.
|
1269 |
|
|
* @param region Region this Effect is limited to.
|
1270 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1271 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1272 |
|
|
* representing the current center of the effect.
|
1273 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1274 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1275 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1276 |
6a06a912
|
Leszek Koltunski
|
*/
|
1277 |
|
|
public long brightness(float brightness, Float4D region, Interpolator2D i, int duration, float count)
|
1278 |
|
|
{
|
1279 |
|
|
Interpolator1D di = new Interpolator1D();
|
1280 |
|
|
di.setCount(count);
|
1281 |
|
|
di.setDuration(duration);
|
1282 |
|
|
di.add(new Float1D(1));
|
1283 |
|
|
di.add(new Float1D(brightness));
|
1284 |
|
|
|
1285 |
|
|
return mF.add(EffectNames.BRIGHTNESS, di, region, i);
|
1286 |
|
|
}
|
1287 |
|
|
|
1288 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1289 |
|
|
/**
|
1290 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1291 |
|
|
* <p>
|
1292 |
|
|
* Here the center of the Effect stays constant.
|
1293 |
|
|
*
|
1294 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1295 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1296 |
|
|
* anything more than 1 - lighten it up.
|
1297 |
|
|
* @param region Region this Effect is limited to.
|
1298 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1299 |
|
|
* @param point Center of the Effect.
|
1300 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1301 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1302 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1303 |
6a06a912
|
Leszek Koltunski
|
*/
|
1304 |
|
|
public long brightness(float brightness, Float4D region, Float2D point, int duration, float count)
|
1305 |
|
|
{
|
1306 |
|
|
Interpolator1D di = new Interpolator1D();
|
1307 |
|
|
di.setCount(count);
|
1308 |
|
|
di.setDuration(duration);
|
1309 |
|
|
di.add(new Float1D(1));
|
1310 |
|
|
di.add(new Float1D(brightness));
|
1311 |
|
|
|
1312 |
|
|
return mF.add(EffectNames.BRIGHTNESS, di, region, point.x, point.y);
|
1313 |
|
|
}
|
1314 |
|
|
|
1315 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1316 |
|
|
/**
|
1317 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1318 |
|
|
* <p>
|
1319 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1320 |
|
|
*
|
1321 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1322 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1323 |
|
|
* anything more than 1 - lighten it up.
|
1324 |
|
|
* @param region Region this Effect is limited to.
|
1325 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1326 |
|
|
* @param point Center of the Effect.
|
1327 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1328 |
6a06a912
|
Leszek Koltunski
|
*/
|
1329 |
|
|
public long brightness(float brightness, Float4D region, Float2D point)
|
1330 |
|
|
{
|
1331 |
|
|
Interpolator1D di = new Interpolator1D();
|
1332 |
|
|
di.setCount(0.5f);
|
1333 |
|
|
di.setDuration(0);
|
1334 |
|
|
di.add(new Float1D(1));
|
1335 |
|
|
di.add(new Float1D(brightness));
|
1336 |
|
|
|
1337 |
|
|
return mF.add(EffectNames.BRIGHTNESS, di, region, point.x, point.y);
|
1338 |
|
|
}
|
1339 |
|
|
|
1340 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1341 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1342 |
|
|
// SMOOTH BRIGHTNESS
|
1343 |
|
|
/**
|
1344 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1345 |
|
|
*
|
1346 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of brightness we want to have at
|
1347 |
|
|
* any given moment.
|
1348 |
|
|
* @param region Region this Effect is limited to.
|
1349 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1350 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1351 |
|
|
* representing the current center of the effect.
|
1352 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1353 |
6a06a912
|
Leszek Koltunski
|
*/
|
1354 |
|
|
public long smooth_brightness(Interpolator1D a, Float4D region, Interpolator2D i)
|
1355 |
|
|
{
|
1356 |
|
|
return mF.add(EffectNames.SMOOTH_BRIGHTNESS, a, region, i);
|
1357 |
|
|
}
|
1358 |
|
|
|
1359 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1360 |
|
|
/**
|
1361 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1362 |
|
|
* <p>
|
1363 |
|
|
* Here the center of the Effect stays constant.
|
1364 |
|
|
*
|
1365 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of brightness we want to have at
|
1366 |
|
|
* any given moment.
|
1367 |
|
|
* @param region Region this Effect is limited to.
|
1368 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1369 |
|
|
* @param point Center of the Effect.
|
1370 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1371 |
6a06a912
|
Leszek Koltunski
|
*/
|
1372 |
|
|
public long smooth_brightness(Interpolator1D a, Float4D region, Float2D point)
|
1373 |
|
|
{
|
1374 |
|
|
return mF.add(EffectNames.SMOOTH_BRIGHTNESS, a, region, point.x, point.y);
|
1375 |
|
|
}
|
1376 |
|
|
|
1377 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1378 |
|
|
/**
|
1379 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1380 |
|
|
*
|
1381 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1382 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1383 |
|
|
* anything more than 1 - lighten it up.
|
1384 |
|
|
* @param region Region this Effect is limited to.
|
1385 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1386 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1387 |
|
|
* represention the current center of the effect.
|
1388 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1389 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1390 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1391 |
6a06a912
|
Leszek Koltunski
|
*/
|
1392 |
|
|
public long smooth_brightness(float brightness, Float4D region, Interpolator2D i, int duration, float count)
|
1393 |
|
|
{
|
1394 |
|
|
Interpolator1D di = new Interpolator1D();
|
1395 |
|
|
di.setCount(count);
|
1396 |
|
|
di.setDuration(duration);
|
1397 |
|
|
di.add(new Float1D(1));
|
1398 |
|
|
di.add(new Float1D(brightness));
|
1399 |
|
|
|
1400 |
|
|
return mF.add(EffectNames.SMOOTH_BRIGHTNESS, di, region, i);
|
1401 |
|
|
}
|
1402 |
|
|
|
1403 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1404 |
|
|
/**
|
1405 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1406 |
|
|
* <p>
|
1407 |
|
|
* Here the center of the Effect stays constant.
|
1408 |
|
|
*
|
1409 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1410 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1411 |
|
|
* anything more than 1 - lighten it up.
|
1412 |
|
|
* @param region Region this Effect is limited to.
|
1413 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1414 |
|
|
* @param point Center of the Effect.
|
1415 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1416 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1417 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1418 |
6a06a912
|
Leszek Koltunski
|
*/
|
1419 |
|
|
public long smooth_brightness(float brightness, Float4D region, Float2D point, int duration, float count)
|
1420 |
|
|
{
|
1421 |
|
|
Interpolator1D di = new Interpolator1D();
|
1422 |
|
|
di.setCount(count);
|
1423 |
|
|
di.setDuration(duration);
|
1424 |
|
|
di.add(new Float1D(1));
|
1425 |
|
|
di.add(new Float1D(brightness));
|
1426 |
|
|
|
1427 |
|
|
return mF.add(EffectNames.SMOOTH_BRIGHTNESS, di, region, point.x, point.y);
|
1428 |
|
|
}
|
1429 |
|
|
|
1430 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1431 |
|
|
/**
|
1432 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its brightness level.
|
1433 |
|
|
* <p>
|
1434 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1435 |
|
|
*
|
1436 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1437 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1438 |
|
|
* anything more than 1 - lighten it up.
|
1439 |
|
|
* @param region Region this Effect is limited to.
|
1440 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1441 |
|
|
* @param point Center of the Effect.
|
1442 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1443 |
6a06a912
|
Leszek Koltunski
|
*/
|
1444 |
|
|
public long smooth_brightness(float brightness, Float4D region, Float2D point)
|
1445 |
|
|
{
|
1446 |
|
|
Interpolator1D di = new Interpolator1D();
|
1447 |
|
|
di.setCount(0.5f);
|
1448 |
|
|
di.setDuration(0);
|
1449 |
|
|
di.add(new Float1D(1));
|
1450 |
|
|
di.add(new Float1D(brightness));
|
1451 |
|
|
|
1452 |
|
|
return mF.add(EffectNames.SMOOTH_BRIGHTNESS, di, region, point.x, point.y);
|
1453 |
|
|
}
|
1454 |
|
|
|
1455 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1456 |
|
|
/**
|
1457 |
|
|
* Makes the whole Bitmap change its brightness level.
|
1458 |
|
|
*
|
1459 |
d7bbef2f
|
Leszek Koltunski
|
* @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
|
1460 |
|
|
* 1 - level of brightness unchanged, anything less than 1 - 'darken the image',
|
1461 |
|
|
* anything more than 1- lighten it up.
|
1462 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1463 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1464 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1465 |
6a06a912
|
Leszek Koltunski
|
*/
|
1466 |
|
|
public long smooth_brightness(float brightness, int duration, float count)
|
1467 |
|
|
{
|
1468 |
|
|
Interpolator1D di = new Interpolator1D();
|
1469 |
|
|
di.setCount(count);
|
1470 |
|
|
di.setDuration(duration);
|
1471 |
|
|
di.add(new Float1D(1));
|
1472 |
|
|
di.add(new Float1D(brightness));
|
1473 |
|
|
|
1474 |
|
|
return mF.add(EffectNames.SMOOTH_BRIGHTNESS, di,null, 0.0f, 0.0f);
|
1475 |
|
|
}
|
1476 |
|
|
|
1477 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1478 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1479 |
|
|
// CONTRAST
|
1480 |
|
|
/**
|
1481 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1482 |
|
|
*
|
1483 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of contrast we want to have
|
1484 |
|
|
* at any given moment.
|
1485 |
|
|
* @param region Region this Effect is limited to.
|
1486 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1487 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1488 |
|
|
* representing the current center of the effect.
|
1489 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1490 |
6a06a912
|
Leszek Koltunski
|
*/
|
1491 |
|
|
public long contrast(Interpolator1D a, Float4D region, Interpolator2D i)
|
1492 |
|
|
{
|
1493 |
|
|
return mF.add(EffectNames.CONTRAST, a, region, i);
|
1494 |
|
|
}
|
1495 |
|
|
|
1496 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1497 |
|
|
/**
|
1498 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1499 |
|
|
* <p>
|
1500 |
|
|
* Here the center of the Effect stays constant.
|
1501 |
|
|
*
|
1502 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of contrast we want to have
|
1503 |
|
|
* at any given moment.
|
1504 |
|
|
* @param region Region this Effect is limited to.
|
1505 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1506 |
|
|
* @param point Center of the Effect.
|
1507 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1508 |
6a06a912
|
Leszek Koltunski
|
*/
|
1509 |
|
|
public long contrast(Interpolator1D a, Float4D region, Float2D point)
|
1510 |
|
|
{
|
1511 |
|
|
return mF.add(EffectNames.CONTRAST, a, region, point.x, point.y);
|
1512 |
|
|
}
|
1513 |
|
|
|
1514 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1515 |
|
|
/**
|
1516 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1517 |
|
|
*
|
1518 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1519 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1520 |
|
|
* anything more than 1 - increase the contrast.
|
1521 |
|
|
* @param region Region this Effect is limited to.
|
1522 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1523 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1524 |
|
|
* represention the current center of the effect.
|
1525 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1526 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1527 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1528 |
6a06a912
|
Leszek Koltunski
|
*/
|
1529 |
|
|
public long contrast(float contrast, Float4D region, Interpolator2D i, int duration, float count)
|
1530 |
|
|
{
|
1531 |
|
|
Interpolator1D di = new Interpolator1D();
|
1532 |
|
|
di.setCount(count);
|
1533 |
|
|
di.setDuration(duration);
|
1534 |
|
|
di.add(new Float1D(1));
|
1535 |
|
|
di.add(new Float1D(contrast));
|
1536 |
|
|
|
1537 |
|
|
return mF.add(EffectNames.CONTRAST, di, region, i);
|
1538 |
|
|
}
|
1539 |
|
|
|
1540 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1541 |
|
|
/**
|
1542 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1543 |
|
|
* <p>
|
1544 |
|
|
* Here the center of the Effect stays constant.
|
1545 |
|
|
*
|
1546 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1547 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1548 |
|
|
* anything more than 1 -increase the contrast.
|
1549 |
|
|
* @param region Region this Effect is limited to.
|
1550 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1551 |
|
|
* @param point Center of the Effect.
|
1552 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1553 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1554 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1555 |
6a06a912
|
Leszek Koltunski
|
*/
|
1556 |
|
|
public long contrast(float contrast, Float4D region, Float2D point, int duration, float count)
|
1557 |
|
|
{
|
1558 |
|
|
Interpolator1D di = new Interpolator1D();
|
1559 |
|
|
di.setCount(count);
|
1560 |
|
|
di.setDuration(duration);
|
1561 |
|
|
di.add(new Float1D(1));
|
1562 |
|
|
di.add(new Float1D(contrast));
|
1563 |
|
|
|
1564 |
|
|
return mF.add(EffectNames.CONTRAST, di, region, point.x, point.y);
|
1565 |
|
|
}
|
1566 |
|
|
|
1567 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1568 |
|
|
/**
|
1569 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1570 |
|
|
* <p>
|
1571 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1572 |
|
|
*
|
1573 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1574 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1575 |
|
|
* anything more than 1 - increase the contrast.
|
1576 |
|
|
* @param region Region this Effect is limited to.
|
1577 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1578 |
|
|
* @param point Center of the Effect.
|
1579 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1580 |
6a06a912
|
Leszek Koltunski
|
*/
|
1581 |
|
|
public long contrast(float contrast, Float4D region, Float2D point)
|
1582 |
|
|
{
|
1583 |
|
|
Interpolator1D di = new Interpolator1D();
|
1584 |
|
|
di.setCount(0.5f);
|
1585 |
|
|
di.setDuration(0);
|
1586 |
|
|
di.add(new Float1D(1));
|
1587 |
|
|
di.add(new Float1D(contrast));
|
1588 |
|
|
|
1589 |
|
|
return mF.add(EffectNames.CONTRAST, di, region, point.x, point.y);
|
1590 |
|
|
}
|
1591 |
|
|
|
1592 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1593 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1594 |
|
|
// SMOOTH CONTRAST
|
1595 |
|
|
/**
|
1596 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1597 |
|
|
*
|
1598 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of contrast we want to have
|
1599 |
|
|
* at any given moment.
|
1600 |
|
|
* @param region Region this Effect is limited to.
|
1601 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1602 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1603 |
|
|
* representing the current center of the effect.
|
1604 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1605 |
6a06a912
|
Leszek Koltunski
|
*/
|
1606 |
|
|
public long smooth_contrast(Interpolator1D a, Float4D region, Interpolator2D i)
|
1607 |
|
|
{
|
1608 |
|
|
return mF.add(EffectNames.SMOOTH_CONTRAST, a, region, i);
|
1609 |
|
|
}
|
1610 |
|
|
|
1611 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1612 |
|
|
/**
|
1613 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1614 |
|
|
* <p>
|
1615 |
|
|
* Here the center of the Effect stays constant.
|
1616 |
|
|
*
|
1617 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of contrast we want to have
|
1618 |
|
|
* at any given moment.
|
1619 |
|
|
* @param region Region this Effect is limited to.
|
1620 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1621 |
|
|
* @param point Center of the Effect.
|
1622 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1623 |
6a06a912
|
Leszek Koltunski
|
*/
|
1624 |
|
|
public long smooth_contrast(Interpolator1D a, Float4D region, Float2D point)
|
1625 |
|
|
{
|
1626 |
|
|
return mF.add(EffectNames.SMOOTH_CONTRAST, a, region, point.x, point.y);
|
1627 |
|
|
}
|
1628 |
|
|
|
1629 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1630 |
|
|
/**
|
1631 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1632 |
|
|
*
|
1633 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1634 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1635 |
|
|
* anything more than 1 - increase the contrast.
|
1636 |
|
|
* @param region Region this Effect is limited to.
|
1637 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1638 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1639 |
|
|
* representing the current center of the effect.
|
1640 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1641 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1642 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1643 |
6a06a912
|
Leszek Koltunski
|
*/
|
1644 |
|
|
public long smooth_contrast(float contrast, Float4D region, Interpolator2D i, int duration, float count)
|
1645 |
|
|
{
|
1646 |
|
|
Interpolator1D di = new Interpolator1D();
|
1647 |
|
|
di.setCount(count);
|
1648 |
|
|
di.setDuration(duration);
|
1649 |
|
|
di.add(new Float1D(1));
|
1650 |
|
|
di.add(new Float1D(contrast));
|
1651 |
|
|
|
1652 |
|
|
return mF.add(EffectNames.SMOOTH_CONTRAST, di, region, i);
|
1653 |
|
|
}
|
1654 |
|
|
|
1655 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1656 |
|
|
/**
|
1657 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1658 |
|
|
* <p>
|
1659 |
|
|
* Here the center of the Effect stays constant.
|
1660 |
|
|
*
|
1661 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1662 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1663 |
|
|
* anything more than 1 - increase the contrast.
|
1664 |
|
|
* @param region Region this Effect is limited to.
|
1665 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1666 |
|
|
* @param point Center of the Effect.
|
1667 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1668 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1669 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1670 |
6a06a912
|
Leszek Koltunski
|
*/
|
1671 |
|
|
public long smooth_contrast(float contrast, Float4D region, Float2D point, int duration, float count)
|
1672 |
|
|
{
|
1673 |
|
|
Interpolator1D di = new Interpolator1D();
|
1674 |
|
|
di.setCount(count);
|
1675 |
|
|
di.setDuration(duration);
|
1676 |
|
|
di.add(new Float1D(1));
|
1677 |
|
|
di.add(new Float1D(contrast));
|
1678 |
|
|
|
1679 |
|
|
return mF.add(EffectNames.SMOOTH_CONTRAST, di, region, point.x, point.y);
|
1680 |
|
|
}
|
1681 |
|
|
|
1682 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1683 |
|
|
/**
|
1684 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its contrast level.
|
1685 |
|
|
* <p>
|
1686 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1687 |
|
|
*
|
1688 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1689 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1690 |
|
|
* anything more than 1 - increase the contrast.
|
1691 |
|
|
* @param region Region this Effect is limited to.
|
1692 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1693 |
|
|
* @param point Center of the Effect.
|
1694 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1695 |
6a06a912
|
Leszek Koltunski
|
*/
|
1696 |
|
|
public long smooth_contrast(float contrast, Float4D region, Float2D point)
|
1697 |
|
|
{
|
1698 |
|
|
Interpolator1D di = new Interpolator1D();
|
1699 |
|
|
di.setCount(0.5f);
|
1700 |
|
|
di.setDuration(0);
|
1701 |
|
|
di.add(new Float1D(1));
|
1702 |
|
|
di.add(new Float1D(contrast));
|
1703 |
|
|
|
1704 |
|
|
return mF.add(EffectNames.SMOOTH_CONTRAST, di, region, point.x, point.y);
|
1705 |
|
|
}
|
1706 |
|
|
|
1707 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1708 |
|
|
/**
|
1709 |
|
|
* Makes the whole Bitmap change its contrast level.
|
1710 |
|
|
*
|
1711 |
d7bbef2f
|
Leszek Koltunski
|
* @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
|
1712 |
|
|
* 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
|
1713 |
|
|
* anything omre than 1 - increase the contrast.
|
1714 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1715 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1716 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1717 |
6a06a912
|
Leszek Koltunski
|
*/
|
1718 |
|
|
public long smooth_contrast(float contrast, int duration, float count)
|
1719 |
|
|
{
|
1720 |
|
|
Interpolator1D di = new Interpolator1D();
|
1721 |
|
|
di.setCount(count);
|
1722 |
|
|
di.setDuration(duration);
|
1723 |
|
|
di.add(new Float1D(1));
|
1724 |
|
|
di.add(new Float1D(contrast));
|
1725 |
|
|
|
1726 |
|
|
return mF.add(EffectNames.SMOOTH_CONTRAST, di,null, 0.0f, 0.0f);
|
1727 |
|
|
}
|
1728 |
|
|
|
1729 |
|
|
|
1730 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1731 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1732 |
|
|
// SATURATION
|
1733 |
|
|
/**
|
1734 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1735 |
|
|
*
|
1736 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of saturation we want to have
|
1737 |
|
|
* at any given moment.
|
1738 |
|
|
* @param region Region this Effect is limited to.
|
1739 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1740 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1741 |
|
|
* representing the current center of the effect.
|
1742 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1743 |
6a06a912
|
Leszek Koltunski
|
*/
|
1744 |
|
|
public long saturation(Interpolator1D a, Float4D region, Interpolator2D i)
|
1745 |
|
|
{
|
1746 |
|
|
return mF.add(EffectNames.SATURATION, a, region, i);
|
1747 |
|
|
}
|
1748 |
|
|
|
1749 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1750 |
|
|
/**
|
1751 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1752 |
|
|
* <p>
|
1753 |
|
|
* Here the center of the Effect stays constant.
|
1754 |
|
|
*
|
1755 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of saturation we want to have
|
1756 |
|
|
* at any given moment.
|
1757 |
|
|
* @param region Region this Effect is limited to.
|
1758 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1759 |
|
|
* @param point Center of the Effect.
|
1760 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1761 |
6a06a912
|
Leszek Koltunski
|
*/
|
1762 |
|
|
public long saturation(Interpolator1D a, Float4D region, Float2D point)
|
1763 |
|
|
{
|
1764 |
|
|
return mF.add(EffectNames.SATURATION, a, region, point.x, point.y);
|
1765 |
|
|
}
|
1766 |
|
|
|
1767 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1768 |
|
|
/**
|
1769 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1770 |
|
|
*
|
1771 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1772 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1773 |
|
|
* anything more than 1 - increase the saturation.
|
1774 |
|
|
* @param region Region this Effect is limited to.
|
1775 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1776 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1777 |
|
|
* representing the current center of the effect.
|
1778 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1779 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1780 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1781 |
6a06a912
|
Leszek Koltunski
|
*/
|
1782 |
|
|
public long saturation(float saturation, Float4D region, Interpolator2D i, int duration, float count)
|
1783 |
|
|
{
|
1784 |
|
|
Interpolator1D di = new Interpolator1D();
|
1785 |
|
|
di.setCount(count);
|
1786 |
|
|
di.setDuration(duration);
|
1787 |
|
|
di.add(new Float1D(1));
|
1788 |
|
|
di.add(new Float1D(saturation));
|
1789 |
|
|
|
1790 |
|
|
return mF.add(EffectNames.SATURATION, di, region, i);
|
1791 |
|
|
}
|
1792 |
|
|
|
1793 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1794 |
|
|
/**
|
1795 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1796 |
|
|
* <p>
|
1797 |
|
|
* Here the center of the Effect stays constant.
|
1798 |
|
|
*
|
1799 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1800 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1801 |
|
|
* anything more than 1 - increase the saturation.
|
1802 |
|
|
* @param region Region this Effect is limited to.
|
1803 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1804 |
|
|
* @param point Center of the Effect.
|
1805 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1806 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1807 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1808 |
6a06a912
|
Leszek Koltunski
|
*/
|
1809 |
|
|
public long saturation(float saturation, Float4D region, Float2D point, int duration, float count)
|
1810 |
|
|
{
|
1811 |
|
|
Interpolator1D di = new Interpolator1D();
|
1812 |
|
|
di.setCount(count);
|
1813 |
|
|
di.setDuration(duration);
|
1814 |
|
|
di.add(new Float1D(1));
|
1815 |
|
|
di.add(new Float1D(saturation));
|
1816 |
|
|
|
1817 |
|
|
return mF.add(EffectNames.SATURATION, di, region, point.x, point.y);
|
1818 |
|
|
}
|
1819 |
|
|
|
1820 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1821 |
|
|
/**
|
1822 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1823 |
|
|
* <p>
|
1824 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1825 |
|
|
*
|
1826 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1827 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1828 |
|
|
* anything more than 1- increase the saturation.
|
1829 |
|
|
* @param region Region this Effect is limited to.
|
1830 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1831 |
|
|
* @param point Center of the Effect.
|
1832 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1833 |
6a06a912
|
Leszek Koltunski
|
*/
|
1834 |
|
|
public long saturation(float saturation, Float4D region, Float2D point)
|
1835 |
|
|
{
|
1836 |
|
|
Interpolator1D di = new Interpolator1D();
|
1837 |
|
|
di.setCount(0.5f);
|
1838 |
|
|
di.setDuration(0);
|
1839 |
|
|
di.add(new Float1D(1));
|
1840 |
|
|
di.add(new Float1D(saturation));
|
1841 |
|
|
|
1842 |
|
|
return mF.add(EffectNames.SATURATION, di, region, point.x, point.y);
|
1843 |
|
|
}
|
1844 |
|
|
|
1845 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1846 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1847 |
|
|
// SMOOTH_SATURATION
|
1848 |
|
|
/**
|
1849 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1850 |
|
|
*
|
1851 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of saturation we want to have
|
1852 |
|
|
* at any given moment.
|
1853 |
|
|
* @param region Region this Effect is limited to.
|
1854 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1855 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1856 |
|
|
* representing the current center of the effect.
|
1857 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1858 |
6a06a912
|
Leszek Koltunski
|
*/
|
1859 |
|
|
public long smooth_saturation(Interpolator1D a, Float4D region, Interpolator2D i)
|
1860 |
|
|
{
|
1861 |
|
|
return mF.add(EffectNames.SMOOTH_SATURATION, a, region, i);
|
1862 |
|
|
}
|
1863 |
|
|
|
1864 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1865 |
|
|
/**
|
1866 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1867 |
|
|
* <p>
|
1868 |
|
|
* Here the center of the Effect stays constant.
|
1869 |
|
|
*
|
1870 |
d7bbef2f
|
Leszek Koltunski
|
* @param a 1-dimensional Interpolator that returns the level of saturation we want to have
|
1871 |
|
|
* at any given moment.
|
1872 |
|
|
* @param region Region this Effect is limited to.
|
1873 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1874 |
|
|
* @param point Center of the Effect.
|
1875 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1876 |
6a06a912
|
Leszek Koltunski
|
*/
|
1877 |
|
|
public long smooth_saturation(Interpolator1D a, Float4D region, Float2D point)
|
1878 |
|
|
{
|
1879 |
|
|
return mF.add(EffectNames.SMOOTH_SATURATION, a, region, point.x, point.y);
|
1880 |
|
|
}
|
1881 |
|
|
|
1882 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1883 |
|
|
/**
|
1884 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1885 |
|
|
*
|
1886 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1887 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1888 |
|
|
* anything more than 1 -increase the saturation.
|
1889 |
|
|
* @param region Region this Effect is limited to.
|
1890 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1891 |
|
|
* @param i 2-dimensional Interpolator which, at any given time, returns a Float2D
|
1892 |
|
|
* representing the current center of the effect.
|
1893 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1894 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1895 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1896 |
6a06a912
|
Leszek Koltunski
|
*/
|
1897 |
|
|
public long smooth_saturation(float saturation, Float4D region, Interpolator2D i, int duration, float count)
|
1898 |
|
|
{
|
1899 |
|
|
Interpolator1D di = new Interpolator1D();
|
1900 |
|
|
di.setCount(count);
|
1901 |
|
|
di.setDuration(duration);
|
1902 |
|
|
di.add(new Float1D(1));
|
1903 |
|
|
di.add(new Float1D(saturation));
|
1904 |
|
|
|
1905 |
|
|
return mF.add(EffectNames.SMOOTH_SATURATION, di, region, i);
|
1906 |
|
|
}
|
1907 |
|
|
|
1908 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1909 |
|
|
/**
|
1910 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1911 |
|
|
* <p>
|
1912 |
|
|
* Here the center of the Effect stays constant.
|
1913 |
|
|
*
|
1914 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1915 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1916 |
|
|
* anything more than 1 - increase the saturation.
|
1917 |
|
|
* @param region Region this Effect is limited to.
|
1918 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1919 |
|
|
* @param point Center of the Effect.
|
1920 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1921 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1922 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1923 |
6a06a912
|
Leszek Koltunski
|
*/
|
1924 |
|
|
public long smooth_saturation(float saturation, Float4D region, Float2D point, int duration, float count)
|
1925 |
|
|
{
|
1926 |
|
|
Interpolator1D di = new Interpolator1D();
|
1927 |
|
|
di.setCount(count);
|
1928 |
|
|
di.setDuration(duration);
|
1929 |
|
|
di.add(new Float1D(1));
|
1930 |
|
|
di.add(new Float1D(saturation));
|
1931 |
|
|
|
1932 |
|
|
return mF.add(EffectNames.SMOOTH_SATURATION, di, region, point.x, point.y);
|
1933 |
|
|
}
|
1934 |
|
|
|
1935 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1936 |
|
|
/**
|
1937 |
|
|
* Makes a certain sub-region of the Bitmap smoothly change its saturation level.
|
1938 |
|
|
* <p>
|
1939 |
|
|
* Here the center of the Effect stays constant and the effect for now change in time.
|
1940 |
|
|
*
|
1941 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1942 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1943 |
|
|
* anything more than 1 - increase the saturation.
|
1944 |
|
|
* @param region Region this Effect is limited to.
|
1945 |
|
|
* Null here means 'apply the Effect to the whole Bitmap'.
|
1946 |
|
|
* @param point Center of the Effect.
|
1947 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1948 |
6a06a912
|
Leszek Koltunski
|
*/
|
1949 |
|
|
public long smooth_saturation(float saturation, Float4D region, Float2D point)
|
1950 |
|
|
{
|
1951 |
|
|
Interpolator1D di = new Interpolator1D();
|
1952 |
|
|
di.setCount(0.5f);
|
1953 |
|
|
di.setDuration(0);
|
1954 |
|
|
di.add(new Float1D(1));
|
1955 |
|
|
di.add(new Float1D(saturation));
|
1956 |
|
|
|
1957 |
|
|
return mF.add(EffectNames.SMOOTH_SATURATION, di, region, point.x, point.y);
|
1958 |
|
|
}
|
1959 |
|
|
|
1960 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1961 |
|
|
/**
|
1962 |
|
|
* Makes the whole Bitmap change its saturation level.
|
1963 |
|
|
*
|
1964 |
d7bbef2f
|
Leszek Koltunski
|
* @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
|
1965 |
|
|
* 1 - level of saturation unchanged, anything less than 1 - reduce saturation,
|
1966 |
|
|
* anything more than 1 - increase the saturation.
|
1967 |
|
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
1968 |
|
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
1969 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1970 |
6a06a912
|
Leszek Koltunski
|
*/
|
1971 |
|
|
public long smooth_saturation(float saturation, int duration, float count)
|
1972 |
|
|
{
|
1973 |
|
|
Interpolator1D di = new Interpolator1D();
|
1974 |
|
|
di.setCount(count);
|
1975 |
|
|
di.setDuration(duration);
|
1976 |
|
|
di.add(new Float1D(1));
|
1977 |
|
|
di.add(new Float1D(saturation));
|
1978 |
|
|
|
1979 |
|
|
return mF.add(EffectNames.SMOOTH_SATURATION, di,null, 0.0f, 0.0f);
|
1980 |
|
|
}
|
1981 |
|
|
|
1982 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1983 |
|
|
// Vertex-based effects
|
1984 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
1985 |
|
|
// DISTORT
|
1986 |
|
|
/**
|
1987 |
|
|
* Distort a (possibly changing in time) part of the Bitmap by a (possibly changing in time) vector of force.
|
1988 |
|
|
*
|
1989 |
d7bbef2f
|
Leszek Koltunski
|
* @param i 2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which
|
1990 |
|
|
* represents the vector the Center of the Effect is currently being dragged with.
|
1991 |
|
|
* @param region Region that masks the effect of the Distortion.
|
1992 |
|
|
* @param p 2-dimensional Interpolator that, at any given time, returns a Point2D representing
|
1993 |
|
|
* the Center of the Effect.
|
1994 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
1995 |
6a06a912
|
Leszek Koltunski
|
*/
|
1996 |
|
|
public long distort(Interpolator i, Float4D region, Interpolator2D p)
|
1997 |
|
|
{
|
1998 |
|
|
return mV.add(EffectNames.DISTORT, i, region, p);
|
1999 |
|
|
}
|
2000 |
|
|
|
2001 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2002 |
|
|
/**
|
2003 |
|
|
* Distort part of the Bitmap by a (possibly changing in time) vector of force.
|
2004 |
|
|
* <p>
|
2005 |
|
|
* Difference between this and the previous method is that here the center of the Effect stays constant.
|
2006 |
|
|
*
|
2007 |
d7bbef2f
|
Leszek Koltunski
|
* @param i 2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which
|
2008 |
|
|
* represents the vector the Center of the Effect is currently being dragged with.
|
2009 |
|
|
* @param region Region that masks the effect of the Distortion.
|
2010 |
|
|
* @param point Center of the Effect.
|
2011 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2012 |
6a06a912
|
Leszek Koltunski
|
*/
|
2013 |
|
|
public long distort(Interpolator i, Float4D region, Float2D point)
|
2014 |
|
|
{
|
2015 |
|
|
return mV.add(EffectNames.DISTORT, i, region, point.x, point.y);
|
2016 |
|
|
}
|
2017 |
|
|
|
2018 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2019 |
|
|
/**
|
2020 |
|
|
* Distort the whole Bitmap by a (possibly changing in time) vector of force.
|
2021 |
|
|
*
|
2022 |
d7bbef2f
|
Leszek Koltunski
|
* @param i 2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which
|
2023 |
|
|
* represents the vector the Center of the Effect is currently being dragged with.
|
2024 |
|
|
* @param point Center of the Effect.
|
2025 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2026 |
6a06a912
|
Leszek Koltunski
|
*/
|
2027 |
|
|
public long distort(Interpolator i, Float2D point)
|
2028 |
|
|
{
|
2029 |
|
|
return mV.add(EffectNames.DISTORT, i, null, point.x, point.y);
|
2030 |
|
|
}
|
2031 |
|
|
|
2032 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2033 |
|
|
/**
|
2034 |
|
|
* Distort part of the Bitmap by a vector of force that changes from (0,0,0) to v.
|
2035 |
|
|
*
|
2036 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Maximum vector of force.
|
2037 |
|
|
* @param region Region that masks the effect of the Distortion.
|
2038 |
|
|
* @param point Center of the Effect.
|
2039 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2040 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2041 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2042 |
6a06a912
|
Leszek Koltunski
|
*/
|
2043 |
|
|
public long distort(Float3D vector, Float4D region, Float2D point, int duration, float count)
|
2044 |
|
|
{
|
2045 |
|
|
Interpolator3D di = new Interpolator3D();
|
2046 |
|
|
di.setCount(count);
|
2047 |
|
|
di.setDuration(duration);
|
2048 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2049 |
|
|
di.add(vector);
|
2050 |
|
|
|
2051 |
|
|
return mV.add(EffectNames.DISTORT, di, region, point.x, point.y);
|
2052 |
|
|
}
|
2053 |
|
|
|
2054 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2055 |
|
|
/**
|
2056 |
|
|
* Distort the whole Bitmap by a vector of force that changes from (0,0,0) to v.
|
2057 |
|
|
*
|
2058 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Maximum vector of force.
|
2059 |
|
|
* @param point Center of the Effect.
|
2060 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2061 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2062 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2063 |
6a06a912
|
Leszek Koltunski
|
*/
|
2064 |
|
|
public long distort(Float3D vector, Float2D point, int duration, float count)
|
2065 |
|
|
{
|
2066 |
|
|
Interpolator3D di = new Interpolator3D();
|
2067 |
|
|
di.setCount(count);
|
2068 |
|
|
di.setDuration(duration);
|
2069 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2070 |
|
|
di.add(vector);
|
2071 |
|
|
|
2072 |
|
|
return mV.add(EffectNames.DISTORT, di, null, point.x, point.y);
|
2073 |
|
|
}
|
2074 |
|
|
|
2075 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2076 |
|
|
/**
|
2077 |
|
|
* Distort the whole Bitmap by a vector of force that changes from (0,0,0) to v.
|
2078 |
|
|
* <p>
|
2079 |
|
|
* Difference between this and the previous method is that here the vector of force will get interpolated
|
2080 |
|
|
* to the maximum v and the effect will end. We are thus limited to count=0.5.
|
2081 |
|
|
*
|
2082 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Maximum, final vector of force.
|
2083 |
|
|
* @param point Center of the Effect.
|
2084 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2085 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2086 |
6a06a912
|
Leszek Koltunski
|
*/
|
2087 |
|
|
public long distort(Float3D vector, Float2D point, int duration)
|
2088 |
|
|
{
|
2089 |
|
|
Interpolator3D di = new Interpolator3D();
|
2090 |
|
|
di.setCount(0.5f);
|
2091 |
|
|
di.setDuration(duration);
|
2092 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2093 |
|
|
di.add(vector);
|
2094 |
|
|
|
2095 |
|
|
return mV.add(EffectNames.DISTORT, di, null, point.x, point.y);
|
2096 |
|
|
}
|
2097 |
|
|
|
2098 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2099 |
|
|
/**
|
2100 |
|
|
* Distort the whole Bitmap by a vector of force v.
|
2101 |
|
|
* <p>
|
2102 |
|
|
* Here we apply a constant vector of force.
|
2103 |
|
|
*
|
2104 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Vector of force.
|
2105 |
|
|
* @param point Center of the Effect.
|
2106 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2107 |
6a06a912
|
Leszek Koltunski
|
*/
|
2108 |
|
|
public long distort(Float3D vector, Float2D point )
|
2109 |
|
|
{
|
2110 |
|
|
Interpolator3D di = new Interpolator3D();
|
2111 |
|
|
di.setCount(0.5f);
|
2112 |
|
|
di.setDuration(0);
|
2113 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2114 |
|
|
di.add(vector);
|
2115 |
|
|
|
2116 |
|
|
return mV.add(EffectNames.DISTORT, di, null, point.x, point.y);
|
2117 |
|
|
}
|
2118 |
|
|
|
2119 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2120 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2121 |
|
|
// DEFORM
|
2122 |
|
|
/**
|
2123 |
|
|
* Deform the shape of the whole Bitmap with a (possibly changing in time) vector of force applied to
|
2124 |
|
|
* a (possibly changing in time) point on the Bitmap.
|
2125 |
|
|
*
|
2126 |
d7bbef2f
|
Leszek Koltunski
|
* @param i Interpolator that, at any given time, returns a Point2D representing vector of
|
2127 |
|
|
* force that deforms the shapre of the whole Bitmap.
|
2128 |
|
|
* @param point 2-dimensional Interpolator that, at any given time, returns a Point2D representing
|
2129 |
|
|
* the Center of the Effect.
|
2130 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2131 |
6a06a912
|
Leszek Koltunski
|
*/
|
2132 |
|
|
public long deform(Interpolator i, Interpolator2D point)
|
2133 |
|
|
{
|
2134 |
|
|
return mV.add(EffectNames.DEFORM, i, null, point);
|
2135 |
|
|
}
|
2136 |
|
|
|
2137 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2138 |
|
|
/**
|
2139 |
|
|
* Deform the shape of the whole Bitmap with a (possibly changing in time) vector of force applied to
|
2140 |
|
|
* a constant point on the Bitmap.
|
2141 |
|
|
*
|
2142 |
d7bbef2f
|
Leszek Koltunski
|
* @param i Interpolator that, at any given time, returns a Point2D representing
|
2143 |
|
|
* vector of force that deforms the shapre of the whole Bitmap.
|
2144 |
|
|
* @param point Center of the Effect.
|
2145 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2146 |
6a06a912
|
Leszek Koltunski
|
*/
|
2147 |
|
|
public long deform(Interpolator i, Float2D point)
|
2148 |
|
|
{
|
2149 |
|
|
return mV.add(EffectNames.DEFORM, i, null, point.x, point.y);
|
2150 |
|
|
}
|
2151 |
|
|
|
2152 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2153 |
|
|
/**
|
2154 |
|
|
* Deform the shape of the whole Bitmap with a vector of force smoothly changing from (0,0,0) to v
|
2155 |
|
|
* applied to a constant point on the Bitmap.
|
2156 |
|
|
*
|
2157 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Vector of force.
|
2158 |
|
|
* @param point Center of the Effect.
|
2159 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2160 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2161 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2162 |
6a06a912
|
Leszek Koltunski
|
*/
|
2163 |
|
|
public long deform(Float3D vector, Float2D point, int duration, float count)
|
2164 |
|
|
{
|
2165 |
|
|
Interpolator3D di = new Interpolator3D();
|
2166 |
|
|
di.setCount(count);
|
2167 |
|
|
di.setDuration(duration);
|
2168 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2169 |
|
|
di.add(vector);
|
2170 |
|
|
|
2171 |
|
|
return mV.add(EffectNames.DEFORM, di, null, point.x, point.y);
|
2172 |
|
|
}
|
2173 |
|
|
|
2174 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2175 |
|
|
/**
|
2176 |
|
|
* Deform the shape of the whole Bitmap with a vector of force smoothly changing from (0,0,0) to v
|
2177 |
|
|
* applied to a constant point on the Bitmap.
|
2178 |
|
|
* <p>
|
2179 |
|
|
* Identical to calling the previous method with count=0.5.
|
2180 |
|
|
*
|
2181 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Final vector of force.
|
2182 |
|
|
* @param point Center of the Effect.
|
2183 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2184 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2185 |
6a06a912
|
Leszek Koltunski
|
*/
|
2186 |
|
|
public long deform(Float3D vector, Float2D point, int duration)
|
2187 |
|
|
{
|
2188 |
|
|
Interpolator3D di = new Interpolator3D();
|
2189 |
|
|
di.setCount(0.5f);
|
2190 |
|
|
di.setDuration(duration);
|
2191 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2192 |
|
|
di.add(vector);
|
2193 |
|
|
|
2194 |
|
|
return mV.add(EffectNames.DEFORM, di, null, point.x, point.y);
|
2195 |
|
|
}
|
2196 |
|
|
|
2197 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2198 |
|
|
/**
|
2199 |
|
|
* Deform the shape of the whole Bitmap with a constant vector of force applied to a constant
|
2200 |
|
|
* point on the Bitmap.
|
2201 |
|
|
*
|
2202 |
d7bbef2f
|
Leszek Koltunski
|
* @param vector Vector of force.
|
2203 |
|
|
* @param point Center of the Effect.
|
2204 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2205 |
6a06a912
|
Leszek Koltunski
|
*/
|
2206 |
|
|
public long deform(Float3D vector, Float2D point )
|
2207 |
|
|
{
|
2208 |
|
|
Interpolator3D di = new Interpolator3D();
|
2209 |
|
|
di.setCount(0.5f);
|
2210 |
|
|
di.setDuration(0);
|
2211 |
|
|
di.add(new Float3D(0.0f,0.0f,0.0f));
|
2212 |
|
|
di.add(vector);
|
2213 |
|
|
|
2214 |
|
|
return mV.add(EffectNames.DEFORM, di, null, point.x, point.y);
|
2215 |
|
|
}
|
2216 |
|
|
|
2217 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2218 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2219 |
|
|
// SINK
|
2220 |
|
|
/**
|
2221 |
|
|
* Pull all points around the center of the effect towards the center (if degree>=1) or push them
|
2222 |
|
|
* away from the center (degree<=1)
|
2223 |
|
|
*
|
2224 |
d7bbef2f
|
Leszek Koltunski
|
* @param di 1-dimensional Interpolator which, at any given time, returns a Point1D representing
|
2225 |
|
|
* the current degree of the effect.
|
2226 |
|
|
* @param region Region that masks the effect of the Sink.
|
2227 |
|
|
* @param point 2-dimensional Interpolator that, at any given time, returns a Point2D representing
|
2228 |
|
|
* the Center of the Effect.
|
2229 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2230 |
6a06a912
|
Leszek Koltunski
|
*/
|
2231 |
|
|
public long sink(Interpolator1D di, Float4D region, Interpolator2D point)
|
2232 |
|
|
{
|
2233 |
|
|
return mV.add(EffectNames.SINK, di, region, point);
|
2234 |
|
|
}
|
2235 |
|
|
|
2236 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2237 |
|
|
/**
|
2238 |
|
|
* Pull all points around the center of the effect towards the center (if degree>=1) or push them
|
2239 |
|
|
* away from the center (degree<=1).
|
2240 |
|
|
* <p>
|
2241 |
|
|
* Here the Center stays constant.
|
2242 |
|
|
*
|
2243 |
d7bbef2f
|
Leszek Koltunski
|
* @param di 1-dimensional Interpolator which, at any given time, returns a Point1D
|
2244 |
|
|
* representing the current degree of the effect.
|
2245 |
|
|
* @param region Region that masks the effect of the Sink.
|
2246 |
|
|
* @param point Center of the Effect.
|
2247 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2248 |
6a06a912
|
Leszek Koltunski
|
*/
|
2249 |
|
|
public long sink(Interpolator1D di, Float4D region, Float2D point)
|
2250 |
|
|
{
|
2251 |
|
|
return mV.add(EffectNames.SINK, di, region, point.x, point.y);
|
2252 |
|
|
}
|
2253 |
|
|
|
2254 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2255 |
|
|
/**
|
2256 |
|
|
* Pull all points around the center of the effect towards the center (if degree>=1) or push them
|
2257 |
|
|
* away from the center (degree<=1).
|
2258 |
|
|
* <p>
|
2259 |
|
|
* Here we can only interpolate between 1 and degree.
|
2260 |
|
|
*
|
2261 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree How much to push or pull. Between 0 and infinity.
|
2262 |
|
|
* @param region Region that masks the effect of the Sink.
|
2263 |
|
|
* @param p 2-dimensional Interpolator that, at any given time, returns a Point2D representing
|
2264 |
|
|
* the Center of the Effect.
|
2265 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2266 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2267 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2268 |
6a06a912
|
Leszek Koltunski
|
*/
|
2269 |
|
|
public long sink(float degree, Float4D region, Interpolator2D p, int duration, float count)
|
2270 |
|
|
{
|
2271 |
|
|
Interpolator1D di = new Interpolator1D();
|
2272 |
|
|
di.setCount(count);
|
2273 |
|
|
di.setDuration(duration);
|
2274 |
|
|
di.add(new Float1D(1));
|
2275 |
|
|
di.add(new Float1D(degree));
|
2276 |
|
|
|
2277 |
|
|
return mV.add(EffectNames.SINK, di, region, p);
|
2278 |
|
|
}
|
2279 |
|
|
|
2280 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2281 |
|
|
/**
|
2282 |
|
|
* Pull all points around the center of the effect towards the center (if degree>=1) or push them
|
2283 |
|
|
* away from the center (degree<=1).
|
2284 |
|
|
*
|
2285 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree How much to push or pull. Between 0 and infinity.
|
2286 |
|
|
* @param region Region that masks the effect of the Sink.
|
2287 |
|
|
* @param point Center of the Effect.
|
2288 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2289 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2290 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2291 |
6a06a912
|
Leszek Koltunski
|
*/
|
2292 |
|
|
public long sink(float degree, Float4D region, Float2D point, int duration, float count)
|
2293 |
|
|
{
|
2294 |
|
|
Interpolator1D di = new Interpolator1D();
|
2295 |
|
|
di.setCount(count);
|
2296 |
|
|
di.setDuration(duration);
|
2297 |
|
|
di.add(new Float1D(1));
|
2298 |
|
|
di.add(new Float1D(degree));
|
2299 |
|
|
|
2300 |
|
|
return mV.add(EffectNames.SINK, di, region, point.x, point.y);
|
2301 |
|
|
}
|
2302 |
|
|
|
2303 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2304 |
|
|
/**
|
2305 |
|
|
* Pull all points of the Bitmap towards the center of the Effect (if degree>=1) or push them
|
2306 |
|
|
* away from the center (degree<=1).
|
2307 |
|
|
*
|
2308 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree How much to push or pull. Between 0 and infinity.
|
2309 |
|
|
* @param point Center of the Effect.
|
2310 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2311 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2312 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2313 |
6a06a912
|
Leszek Koltunski
|
*/
|
2314 |
|
|
public long sink(float degree, Float2D point, int duration, float count)
|
2315 |
|
|
{
|
2316 |
|
|
Interpolator1D di = new Interpolator1D();
|
2317 |
|
|
di.setCount(count);
|
2318 |
|
|
di.setDuration(duration);
|
2319 |
|
|
di.add(new Float1D(1));
|
2320 |
|
|
di.add(new Float1D(degree));
|
2321 |
|
|
|
2322 |
|
|
return mV.add(EffectNames.SINK, di, null, point.x, point.y);
|
2323 |
|
|
}
|
2324 |
|
|
|
2325 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2326 |
|
|
/**
|
2327 |
|
|
* Pull all points of the Bitmap towards the center of the Effect (if degree>=1) or push them
|
2328 |
|
|
* away from the center (degree<=1).
|
2329 |
|
|
* <p>
|
2330 |
|
|
* Equivalent to calling the previous method with count=0.5.
|
2331 |
|
|
*
|
2332 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree How much to push or pull. Between 0 and infinity.
|
2333 |
|
|
* @param point Center of the Effect.
|
2334 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2335 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2336 |
6a06a912
|
Leszek Koltunski
|
*/
|
2337 |
|
|
public long sink(float degree, Float2D point, int duration)
|
2338 |
|
|
{
|
2339 |
|
|
Interpolator1D di = new Interpolator1D();
|
2340 |
|
|
di.setCount(0.5f);
|
2341 |
|
|
di.setDuration(duration);
|
2342 |
|
|
di.add(new Float1D(1));
|
2343 |
|
|
di.add(new Float1D(degree));
|
2344 |
|
|
|
2345 |
|
|
return mV.add(EffectNames.SINK, di, null, point.x, point.y);
|
2346 |
|
|
}
|
2347 |
|
|
|
2348 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2349 |
|
|
/**
|
2350 |
|
|
* Pull all points of the Bitmap towards the center of the Effect (if degree>=1) or push them
|
2351 |
|
|
* away from the center (degree<=1).
|
2352 |
|
|
* <p>
|
2353 |
|
|
* Equivalent of calling the previous method with duration=0; i.e. we pull immediately.
|
2354 |
|
|
*
|
2355 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree How much to push or pull. Between 0 and infinity.
|
2356 |
|
|
* @param point Center of the Effect.
|
2357 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2358 |
6a06a912
|
Leszek Koltunski
|
*/
|
2359 |
|
|
public long sink(float degree, Float2D point)
|
2360 |
|
|
{
|
2361 |
|
|
Interpolator1D di = new Interpolator1D();
|
2362 |
|
|
di.setCount(0.5f);
|
2363 |
|
|
di.setDuration(0);
|
2364 |
|
|
di.add(new Float1D(1));
|
2365 |
|
|
di.add(new Float1D(degree));
|
2366 |
|
|
|
2367 |
|
|
return mV.add(EffectNames.SINK, di, null, point.x, point.y);
|
2368 |
|
|
}
|
2369 |
|
|
|
2370 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2371 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2372 |
|
|
// SWIRL
|
2373 |
|
|
/**
|
2374 |
|
|
* Rotate part of the Bitmap around the Center of the Effect by a certain angle (as returned by the
|
2375 |
|
|
* Interpolator).
|
2376 |
|
|
*
|
2377 |
d7bbef2f
|
Leszek Koltunski
|
* @param di 1-dimensional Interpolator which, at any given time, returns a Point1D representing
|
2378 |
|
|
* the degree of Swirl.
|
2379 |
|
|
* @param region Region that masks the effect of the Swirl.
|
2380 |
|
|
* @param point 2-dimensional Interpolator that, at any given time, returns a Point2D representing
|
2381 |
|
|
* the Center of the Effect.
|
2382 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2383 |
6a06a912
|
Leszek Koltunski
|
*/
|
2384 |
|
|
public long swirl(Interpolator1D di, Float4D region, Interpolator2D point)
|
2385 |
|
|
{
|
2386 |
|
|
return mV.add(EffectNames.SWIRL, di, region, point);
|
2387 |
|
|
}
|
2388 |
|
|
|
2389 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2390 |
|
|
/**
|
2391 |
|
|
* Rotate part of the Bitmap around the Center of the Effect by a certain angle (as returned by the
|
2392 |
|
|
* Interpolator).
|
2393 |
|
|
* <p>
|
2394 |
|
|
* Here the Center stays constant.
|
2395 |
|
|
*
|
2396 |
d7bbef2f
|
Leszek Koltunski
|
* @param di 1-dimensional Interpolator which, at any given time, returns a Point1D representing
|
2397 |
|
|
* the degree of Swirl.
|
2398 |
|
|
* @param region Region that masks the effect of the Swirl.
|
2399 |
|
|
* @param point Center of the Effect.
|
2400 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2401 |
6a06a912
|
Leszek Koltunski
|
*/
|
2402 |
|
|
public long swirl(Interpolator1D di, Float4D region, Float2D point)
|
2403 |
|
|
{
|
2404 |
|
|
return mV.add(EffectNames.SWIRL, di, region, point.x, point.y);
|
2405 |
|
|
}
|
2406 |
|
|
|
2407 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2408 |
|
|
/**
|
2409 |
|
|
* Rotate part of the Bitmap around the Center of the Effect by 'degree' angle.
|
2410 |
|
|
*
|
2411 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree Angle of rotation. Unit: degrees.
|
2412 |
|
|
* @param region Region that masks the effect of the Swirl.
|
2413 |
|
|
* @param point 2-dimensional Interpolator that, at any given time, returns a Point2D representing
|
2414 |
|
|
* the Center of the Effect.
|
2415 |
b1e91f2c
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2416 |
6a06a912
|
Leszek Koltunski
|
*/
|
2417 |
b1e91f2c
|
Leszek Koltunski
|
public long swirl(int degree, Float4D region, Interpolator2D point)
|
2418 |
6a06a912
|
Leszek Koltunski
|
{
|
2419 |
b1e91f2c
|
Leszek Koltunski
|
Interpolator1D di = new Interpolator1D();
|
2420 |
|
|
di.setCount(0.5f);
|
2421 |
|
|
di.setDuration(0);
|
2422 |
6a06a912
|
Leszek Koltunski
|
di.add(new Float1D(0));
|
2423 |
|
|
di.add(new Float1D(degree));
|
2424 |
|
|
|
2425 |
|
|
return mV.add(EffectNames.SWIRL, di, region, point);
|
2426 |
|
|
}
|
2427 |
|
|
|
2428 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2429 |
|
|
/**
|
2430 |
|
|
* Rotate part of the Bitmap around the Center of the Effect by 'degree' angle.
|
2431 |
|
|
* <p>
|
2432 |
|
|
* Here the Center stays constant.
|
2433 |
|
|
*
|
2434 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree Angle of rotation. Unit: degrees.
|
2435 |
|
|
* @param region Region that masks the effect of the Swirl.
|
2436 |
|
|
* @param point Center of the Effect.
|
2437 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2438 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2439 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2440 |
6a06a912
|
Leszek Koltunski
|
*/
|
2441 |
|
|
public long swirl(int degree, Float4D region, Float2D point, int duration, float count)
|
2442 |
|
|
{
|
2443 |
|
|
Interpolator1D di = new Interpolator1D();
|
2444 |
|
|
di.setCount(count);
|
2445 |
|
|
di.setDuration(duration);
|
2446 |
|
|
di.add(new Float1D(0));
|
2447 |
|
|
di.add(new Float1D(degree));
|
2448 |
|
|
|
2449 |
|
|
return mV.add(EffectNames.SWIRL, di, region, point.x, point.y);
|
2450 |
|
|
}
|
2451 |
|
|
|
2452 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2453 |
|
|
/**
|
2454 |
|
|
* Rotate the whole Bitmap around the Center of the Effect by 'degree' angle.
|
2455 |
|
|
*
|
2456 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree Angle of rotation. Unit: degrees.
|
2457 |
|
|
* @param point Center of the Effect.
|
2458 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2459 |
d7bbef2f
|
Leszek Koltunski
|
* @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
|
2460 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2461 |
6a06a912
|
Leszek Koltunski
|
*/
|
2462 |
|
|
public long swirl(int degree, Float2D point, int duration, float count)
|
2463 |
|
|
{
|
2464 |
|
|
Interpolator1D di = new Interpolator1D();
|
2465 |
|
|
di.setCount(count);
|
2466 |
|
|
di.setDuration(duration);
|
2467 |
|
|
di.add(new Float1D(0));
|
2468 |
|
|
di.add(new Float1D(degree));
|
2469 |
|
|
|
2470 |
|
|
return mV.add(EffectNames.SWIRL, di, null, point.x, point.y);
|
2471 |
|
|
}
|
2472 |
|
|
|
2473 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2474 |
|
|
/**
|
2475 |
|
|
* Rotate the whole Bitmap around the Center of the Effect by 'degree' angle.
|
2476 |
|
|
* <p>
|
2477 |
|
|
* Equivalent to calling the previous method with count=0.5.
|
2478 |
|
|
*
|
2479 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree Angle of rotation. Unit: degrees.
|
2480 |
|
|
* @param point Center of the Effect.
|
2481 |
6a06a912
|
Leszek Koltunski
|
* @param duration Time, in milliseconds, it takes to do one full interpolation.
|
2482 |
d7bbef2f
|
Leszek Koltunski
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2483 |
6a06a912
|
Leszek Koltunski
|
*/
|
2484 |
|
|
public long swirl(int degree, Float2D point, int duration)
|
2485 |
|
|
{
|
2486 |
|
|
Interpolator1D di = new Interpolator1D();
|
2487 |
|
|
di.setCount(0.5f);
|
2488 |
|
|
di.setDuration(duration);
|
2489 |
|
|
di.add(new Float1D(0));
|
2490 |
|
|
di.add(new Float1D(degree));
|
2491 |
|
|
|
2492 |
|
|
return mV.add(EffectNames.SWIRL, di, null, point.x, point.y);
|
2493 |
|
|
}
|
2494 |
|
|
|
2495 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2496 |
|
|
/**
|
2497 |
|
|
* Rotate the whole Bitmap around the Center of the Effect by 'degree' angle.
|
2498 |
|
|
* <p>
|
2499 |
|
|
* Equivalent to calling the previous method with duration=0.
|
2500 |
|
|
*
|
2501 |
d7bbef2f
|
Leszek Koltunski
|
* @param degree Angle of rotation. Unit: degrees.
|
2502 |
|
|
* @param point Center of the Effect.
|
2503 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2504 |
6a06a912
|
Leszek Koltunski
|
*/
|
2505 |
|
|
public long swirl(int degree, Float2D point)
|
2506 |
|
|
{
|
2507 |
|
|
Interpolator1D di = new Interpolator1D();
|
2508 |
|
|
di.setCount(0.5f);
|
2509 |
|
|
di.setDuration(0);
|
2510 |
|
|
di.add(new Float1D(0));
|
2511 |
|
|
di.add(new Float1D(degree));
|
2512 |
|
|
|
2513 |
|
|
return mV.add(EffectNames.SWIRL, di, null, point.x, point.y);
|
2514 |
|
|
}
|
2515 |
|
|
|
2516 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2517 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2518 |
|
|
// WAVE
|
2519 |
|
|
|
2520 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2521 |
2e18813f
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2522 |
|
|
// Other-based effects
|
2523 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2524 |
|
|
// SAVE_PNG
|
2525 |
|
|
/**
|
2526 |
|
|
* Save the current state of the Bitmap that's backing up our DistortedObject to a PNG file.
|
2527 |
|
|
*
|
2528 |
|
|
* @param filename Full path to the file.
|
2529 |
|
|
* @return ID of the effect added, or -1 if we failed to add one.
|
2530 |
|
|
*/
|
2531 |
c6e1c219
|
Leszek Koltunski
|
public long savePNG(String filename, int left, int top, int width, int height)
|
2532 |
2e18813f
|
Leszek Koltunski
|
{
|
2533 |
c6e1c219
|
Leszek Koltunski
|
return mO.add(EffectNames.SAVE_PNG, filename, left, top, width, height);
|
2534 |
2e18813f
|
Leszek Koltunski
|
}
|
2535 |
6a06a912
|
Leszek Koltunski
|
}
|