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library / src / main / java / org / distorted / library / DistortedEffects.java @ 50642a86

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static final int POSITION_DATA_SIZE= 3; // Main Program: size of the position data in elements
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  private static final int NORMAL_DATA_SIZE  = 3; // Main Program: size of the normal data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Main Program: size of the texture coordinate data in elements.
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  private static boolean[] mEffectEnabled = new boolean[EffectNames.size()];
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  static
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    {
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    int len = EffectNames.size();
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    for(int i=0; i<len; i++)
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      {
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      mEffectEnabled[i] = false;
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      }
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    }
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// DEBUG ONLY /////
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  private static DistortedProgram mDebugProgram;
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  private static int mDebugObjDH;
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  private static int mDebugMVPMatrixH;
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  /// END DEBUG //////
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  private static float[] mMVPMatrix = new float[16];
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  private static float[] mTmpMatrix = new float[16];
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  private static long mNextID =0;
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  private long mID;
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  private static DistortedFramebuffer mBufferFBO = new DistortedFramebuffer(true,DistortedSurface.TYPE_SYST,1,1);
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  private EffectQueueMatrix      mM;
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  private EffectQueueFragment    mF;
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  private EffectQueueVertex      mV;
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  private EffectQueuePostprocess mP;
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  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    String mainVertHeader= ("#version 100\n");
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    String mainFragHeader= ("#version 100\n");
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    EffectNames name;
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    EffectTypes type;
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    boolean foundF = false;
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    boolean foundV = false;
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    for(int i=0; i<mEffectEnabled.length; i++)
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      {
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      if( mEffectEnabled[i] )
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        {
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        name = EffectNames.getName(i);
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        type = EffectNames.getType(i);
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        if( type == EffectTypes.VERTEX )
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          {
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          mainVertHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundV = true;
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          }
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        else if( type == EffectTypes.FRAGMENT )
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          {
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          mainFragHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundF = true;
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          }
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        }
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      }
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    mainVertHeader += ("#define NUM_VERTEX "   + ( foundV ? getMaxVertex()   : 0 ) + "\n");
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    mainFragHeader += ("#define NUM_FRAGMENT " + ( foundF ? getMaxFragment() : 0 ) + "\n");
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    //android.util.Log.e("Effects", "vertHeader= "+mainVertHeader);
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    //android.util.Log.e("Effects", "fragHeader= "+mainFragHeader);
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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader);
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(mainProgramH);
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    EffectQueueMatrix.getUniforms(mainProgramH);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    String blitVertHeader= ("#version 100\n#define NUM_VERTEX 0\n"  );
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    String blitFragHeader= ("#version 100\n#define NUM_FRAGMENT 0\n");
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    mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader);
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // DEBUG ONLY //////////////////////////////////////
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    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
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    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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    mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, "#version 100\n", "#version 100\n");
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    int debugProgramH = mDebugProgram.getProgramHandle();
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    mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD");
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    mDebugMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
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    // END DEBUG  //////////////////////////////////////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
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      {
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      mP = d.mP;
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      postprocessCloned = true;
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      }
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    else
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      {
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      mP = new EffectQueuePostprocess(mID);
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      postprocessCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// DEBUG ONLY
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  @SuppressWarnings("unused")
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  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedOutputSurface surface, float[] mvp, float[] vertices)
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    {
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    int len  = vertices.length/3;
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    int minx = Integer.MAX_VALUE;
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    int maxx = Integer.MIN_VALUE;
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    int miny = Integer.MAX_VALUE;
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    int maxy = Integer.MIN_VALUE;
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    int wx,wy;
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    float x,y,z, X,Y,W, ndcX,ndcY;
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    for(int i=0; i<len; i++)
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      {
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      x = 2*halfX*vertices[3*i  ];
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      y = 2*halfY*vertices[3*i+1];
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      z = 2*halfZ*vertices[3*i+2];
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      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
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      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
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      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
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      ndcX = X/W;
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      ndcY = Y/W;
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      wx = (int)(surface.mWidth *(ndcX+1)/2);
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      wy = (int)(surface.mHeight*(ndcY+1)/2);
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      if( wx<minx ) minx = wx;
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      if( wx>maxx ) maxx = wx;
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      if( wy<miny ) miny = wy;
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      if( wy>maxy ) maxy = wy;
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      }
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    mDebugProgram.useProgram();
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    surface.setAsOutput();
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    Matrix.setIdentityM( mTmpMatrix, 0);
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    Matrix.translateM  ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance);
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    Matrix.scaleM      ( mTmpMatrix, 0, (float)(maxx-minx)/(2*halfX), (float)(maxy-miny)/(2*halfY), 1.0f);
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    Matrix.translateM  ( mTmpMatrix, 0, halfX,-halfY, 0);
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    Matrix.multiplyMM  ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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    GLES30.glUniform2f(mDebugObjDH, 2*halfX, 2*halfY);
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    GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0);
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    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
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    {
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    mM.compute(currTime);
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    mV.compute(currTime);
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    mF.compute(currTime);
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    mP.compute(currTime);
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    float halfZ = halfW*mesh.zFactor;
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    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight);
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    if( mP.mNumEffects==0 )
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      {
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      mMainProgram.useProgram();
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      GLES30.glUniform1i(mMainTextureH, 0);
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      surface.setAsOutput();
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      mM.send(surface,halfW,halfH,halfZ);
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      mV.send(halfW,halfH,halfZ);
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      mF.send(halfW,halfH);
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      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
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      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
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      GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
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      GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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      }
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    else
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      {
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      if( mV.mNumEffects==0 && mF.mNumEffects==0 && (mesh instanceof MeshFlat) && mM.canUseShortcut() )
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        {
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        mM.constructMatrices(surface,halfW,halfH);
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        mP.render(2*halfW, 2*halfH, mM.getMVP(), surface);
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        }
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      else
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        {
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        mMainProgram.useProgram();
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        GLES30.glUniform1i(mMainTextureH, 0);
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        mBufferFBO.resizeFast(surface.mWidth, surface.mHeight);
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        mBufferFBO.setAsOutput();
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        GLES30.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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        GLES30.glClear( GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT);
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        mM.send(mBufferFBO,halfW,halfH,halfZ);
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        mV.send(halfW,halfH,halfZ);
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        mF.send(halfW,halfH);
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        GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
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        GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
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        GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
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        GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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        Matrix.setIdentityM(mTmpMatrix, 0);
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        Matrix.translateM(mTmpMatrix, 0, 0, 0, -surface.mDistance);
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        Matrix.multiplyMM(mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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        mBufferFBO.setAsInput();
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        mP.render(surface.mWidth, surface.mHeight, mMVPMatrix, surface);
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        }
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      }
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    /// DEBUG ONLY //////
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    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
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    /// END DEBUG ///////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void blitPriv(DistortedOutputSurface projection)
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    {
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    mBlitProgram.useProgram();
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    GLES30.glViewport(0, 0, projection.mWidth, projection.mHeight);
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    GLES30.glUniform1i(mBlitTextureH, 0);
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    GLES30.glUniform1f( mBlitDepthH , 1.0f-projection.mNear);
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    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned     ) mM.abortAll(false);
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    if( !vertexCloned     ) mV.abortAll(false);
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    if( !fragmentCloned   ) mF.abortAll(false);
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    if( !postprocessCloned) mP.abortAll(false);
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    mM = null;
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    mV = null;
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    mF = null;
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    mP = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void onDestroy()
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    {
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    mNextID = 0;
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    int len = EffectNames.size();
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    for(int i=0; i<len; i++)
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      {
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      mEffectEnabled[i] = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create empty effect queue.
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 */
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  public DistortedEffects()
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    {
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    mID = ++mNextID;
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    initializeEffectLists(this,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
410 421c2728 Leszek Koltunski
  public DistortedEffects(DistortedEffects dc, int flags)
411 d425545a Leszek Koltunski
    {
412 c7da4e65 leszek
    mID = ++mNextID;
413 4e2382f3 Leszek Koltunski
    initializeEffectLists(dc,flags);
414 d425545a Leszek Koltunski
    }
415 ada90d33 Leszek Koltunski
416 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
417
/**
418 07305c87 Leszek Koltunski
 * Releases all resources. After this call, the queue should not be used anymore.
419 6a06a912 Leszek Koltunski
 */
420 8e34674e Leszek Koltunski
  public synchronized void delete()
421 d425545a Leszek Koltunski
    {
422
    releasePriv();
423
    }
424 6a06a912 Leszek Koltunski
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426
/**
427 4e2382f3 Leszek Koltunski
 * Returns unique ID of this instance.
428
 *
429
 * @return ID of the object.
430 6a06a912 Leszek Koltunski
 */
431 4e2382f3 Leszek Koltunski
  public long getID()
432 d425545a Leszek Koltunski
      {
433 4e2382f3 Leszek Koltunski
      return mID;
434 d425545a Leszek Koltunski
      }
435 4e2382f3 Leszek Koltunski
436 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
437
/**
438
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
439 07305c87 Leszek Koltunski
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
440 6a06a912 Leszek Koltunski
 * 
441
 * @param el A class implementing the EffectListener interface that wants to get notifications.
442
 */
443 3fc994b2 Leszek Koltunski
  public void registerForMessages(EffectListener el)
444 d425545a Leszek Koltunski
    {
445 3fc994b2 Leszek Koltunski
    mV.registerForMessages(el);
446
    mF.registerForMessages(el);
447
    mM.registerForMessages(el);
448 d6e94c84 Leszek Koltunski
    mP.registerForMessages(el);
449 d425545a Leszek Koltunski
    }
450 6a06a912 Leszek Koltunski
451
///////////////////////////////////////////////////////////////////////////////////////////////////
452
/**
453
 * Removes the calling class from the list of Listeners.
454
 * 
455
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
456
 */
457 3fc994b2 Leszek Koltunski
  public void deregisterForMessages(EffectListener el)
458 d425545a Leszek Koltunski
    {
459 3fc994b2 Leszek Koltunski
    mV.deregisterForMessages(el);
460
    mF.deregisterForMessages(el);
461
    mM.deregisterForMessages(el);
462 d6e94c84 Leszek Koltunski
    mP.deregisterForMessages(el);
463 d425545a Leszek Koltunski
    }
464 6a06a912 Leszek Koltunski
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466
/**
467 d07f2950 Leszek Koltunski
 * Aborts all Effects.
468
 * @return Number of effects aborted.
469 6a06a912 Leszek Koltunski
 */
470 d425545a Leszek Koltunski
  public int abortAllEffects()
471 6a06a912 Leszek Koltunski
      {
472 d6e94c84 Leszek Koltunski
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
473 6a06a912 Leszek Koltunski
      }
474
475
///////////////////////////////////////////////////////////////////////////////////////////////////
476
/**
477 d07f2950 Leszek Koltunski
 * Aborts all Effects of a given type, for example all MATRIX Effects.
478 6a06a912 Leszek Koltunski
 * 
479 d07f2950 Leszek Koltunski
 * @param type one of the constants defined in {@link EffectTypes}
480
 * @return Number of effects aborted.
481 6a06a912 Leszek Koltunski
 */
482 d425545a Leszek Koltunski
  public int abortEffects(EffectTypes type)
483
    {
484
    switch(type)
485 6a06a912 Leszek Koltunski
      {
486 d6e94c84 Leszek Koltunski
      case MATRIX     : return mM.abortAll(true);
487
      case VERTEX     : return mV.abortAll(true);
488
      case FRAGMENT   : return mF.abortAll(true);
489
      case POSTPROCESS: return mP.abortAll(true);
490
      default         : return 0;
491 6a06a912 Leszek Koltunski
      }
492 d425545a Leszek Koltunski
    }
493 6a06a912 Leszek Koltunski
    
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495
/**
496
 * Aborts a single Effect.
497
 * 
498
 * @param id ID of the Effect we want to abort.
499 476bbc81 Leszek Koltunski
 * @return number of Effects aborted. Always either 0 or 1.
500 6a06a912 Leszek Koltunski
 */
501 d425545a Leszek Koltunski
  public int abortEffect(long id)
502
    {
503
    int type = (int)(id&EffectTypes.MASK);
504 1e438fc7 Leszek Koltunski
505 d6e94c84 Leszek Koltunski
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
506
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
507
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
508
    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
509 1e438fc7 Leszek Koltunski
510 d425545a Leszek Koltunski
    return 0;
511
    }
512 6a06a912 Leszek Koltunski
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514
/**
515 e8c81a8e Leszek Koltunski
 * Abort all Effects of a given name, for example all rotations.
516 6a06a912 Leszek Koltunski
 * 
517 d07f2950 Leszek Koltunski
 * @param name one of the constants defined in {@link EffectNames}
518 476bbc81 Leszek Koltunski
 * @return number of Effects aborted.
519 6a06a912 Leszek Koltunski
 */
520 d425545a Leszek Koltunski
  public int abortEffects(EffectNames name)
521
    {
522
    switch(name.getType())
523 6a06a912 Leszek Koltunski
      {
524 d6e94c84 Leszek Koltunski
      case MATRIX     : return mM.removeByType(name);
525
      case VERTEX     : return mV.removeByType(name);
526
      case FRAGMENT   : return mF.removeByType(name);
527
      case POSTPROCESS: return mP.removeByType(name);
528
      default         : return 0;
529 6a06a912 Leszek Koltunski
      }
530 d425545a Leszek Koltunski
    }
531 6a06a912 Leszek Koltunski
    
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533
/**
534
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
535
 * 
536
 * @param id Effect ID we want to print info about
537
 * @return <code>true</code> if a single Effect of type effectType has been found.
538
 */
539
    
540 d425545a Leszek Koltunski
  public boolean printEffect(long id)
541
    {
542
    int type = (int)(id&EffectTypes.MASK);
543 1e438fc7 Leszek Koltunski
544 d6e94c84 Leszek Koltunski
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
545
    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
546
    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
547
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
548 1e438fc7 Leszek Koltunski
549 d425545a Leszek Koltunski
    return false;
550
    }
551 432442f9 Leszek Koltunski
552 03cb451d Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
553
/**
554
 * Enables a given Effect.
555
 * <p>
556
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
557
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
558
 * The point: by enabling only the effects we need, we can optimize the shaders.
559
 *
560
 * @param name Name of the Effect to enable.
561
 */
562
  public static void enableEffect(EffectNames name)
563
    {
564
    mEffectEnabled[name.ordinal()] = true;
565
    }
566
567 432442f9 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
568
/**
569
 * Returns the maximum number of Matrix effects.
570
 *
571
 * @return The maximum number of Matrix effects
572
 */
573
  public static int getMaxMatrix()
574
    {
575
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
576
    }
577
578
///////////////////////////////////////////////////////////////////////////////////////////////////
579
/**
580
 * Returns the maximum number of Vertex effects.
581
 *
582
 * @return The maximum number of Vertex effects
583
 */
584
  public static int getMaxVertex()
585
    {
586
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
587
    }
588
589
///////////////////////////////////////////////////////////////////////////////////////////////////
590
/**
591
 * Returns the maximum number of Fragment effects.
592
 *
593
 * @return The maximum number of Fragment effects
594
 */
595
  public static int getMaxFragment()
596
    {
597
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
598
    }
599
600
///////////////////////////////////////////////////////////////////////////////////////////////////
601
/**
602
 * Returns the maximum number of Postprocess effects.
603
 *
604
 * @return The maximum number of Postprocess effects
605
 */
606
  public static int getMaxPostprocess()
607
    {
608
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
609
    }
610
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612
/**
613
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
614
 * This can fail if:
615
 * <ul>
616
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
617
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
618
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
619
 *     time only decreasing the value of 'max' is permitted.
620
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
621
 * </ul>
622
 *
623
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
624
 *            than Byte.MAX_VALUE
625
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
626
 */
627
  public static boolean setMaxMatrix(int max)
628
    {
629
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
630
    }
631
632
///////////////////////////////////////////////////////////////////////////////////////////////////
633
/**
634
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
635
 * This can fail if:
636
 * <ul>
637
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
638
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
639
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
640
 *     time only decreasing the value of 'max' is permitted.
641
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
642
 * </ul>
643
 *
644
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
645
 *            than Byte.MAX_VALUE
646
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
647
 */
648
  public static boolean setMaxVertex(int max)
649
    {
650
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
651
    }
652
653
///////////////////////////////////////////////////////////////////////////////////////////////////
654
/**
655
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
656
 * This can fail if:
657
 * <ul>
658
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
659
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
660
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
661
 *     time only decreasing the value of 'max' is permitted.
662
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
663
 * </ul>
664
 *
665
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
666
 *            than Byte.MAX_VALUE
667
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
668
 */
669
  public static boolean setMaxFragment(int max)
670
    {
671
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
672
    }
673
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
/**
676
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
677
 * This can fail if:
678
 * <ul>
679
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
680
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
681
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
682
 *     time only decreasing the value of 'max' is permitted.
683
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
684
 * </ul>
685
 *
686
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
687
 *            than Byte.MAX_VALUE
688
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
689
 */
690
  public static boolean setMaxPostprocess(int max)
691
    {
692
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
693
    }
694
695 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////   
696
///////////////////////////////////////////////////////////////////////////////////////////////////
697
// Individual effect functions.
698
///////////////////////////////////////////////////////////////////////////////////////////////////
699
// Matrix-based effects
700
///////////////////////////////////////////////////////////////////////////////////////////////////
701
/**
702 e8c81a8e Leszek Koltunski
 * Moves the Object by a (possibly changing in time) vector.
703 6a06a912 Leszek Koltunski
 * 
704 568b29d8 Leszek Koltunski
 * @param vector 3-dimensional Data which at any given time will return a Static3D
705 e0a16874 Leszek Koltunski
 *               representing the current coordinates of the vector we want to move the Object with.
706
 * @return       ID of the effect added, or -1 if we failed to add one.
707 6a06a912 Leszek Koltunski
 */
708 568b29d8 Leszek Koltunski
  public long move(Data3D vector)
709 6a06a912 Leszek Koltunski
    {   
710 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.MOVE,vector);
711 6a06a912 Leszek Koltunski
    }
712
713
///////////////////////////////////////////////////////////////////////////////////////////////////
714
/**
715 e8c81a8e Leszek Koltunski
 * Scales the Object by (possibly changing in time) 3D scale factors.
716 6a06a912 Leszek Koltunski
 * 
717 d1e740c5 Leszek Koltunski
 * @param scale 3-dimensional Data which at any given time returns a Static3D
718 e0a16874 Leszek Koltunski
 *              representing the current x- , y- and z- scale factors.
719
 * @return      ID of the effect added, or -1 if we failed to add one.
720 6a06a912 Leszek Koltunski
 */
721 568b29d8 Leszek Koltunski
  public long scale(Data3D scale)
722 6a06a912 Leszek Koltunski
    {   
723 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.SCALE,scale);
724 6a06a912 Leszek Koltunski
    }
725
726 2fce34f4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728 e8c81a8e Leszek Koltunski
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
729 2fce34f4 Leszek Koltunski
 *
730
 * @param scale The factor to scale all 3 dimensions with.
731
 * @return      ID of the effect added, or -1 if we failed to add one.
732
 */
733 d425545a Leszek Koltunski
  public long scale(float scale)
734
    {
735
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
736
    }
737 2fce34f4 Leszek Koltunski
738 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
739
/**
740 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
741
 * Static axis of rotation is given by the last parameter.
742
 *
743 9351ad55 Leszek Koltunski
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
744 568b29d8 Leszek Koltunski
 * @param axis   Axis of rotation
745 0df17fad Leszek Koltunski
 * @param center Coordinates of the Point we are rotating around.
746 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
747
 */
748 0df17fad Leszek Koltunski
  public long rotate(Data1D angle, Static3D axis, Data3D center )
749 6a06a912 Leszek Koltunski
    {   
750 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angle, axis, center);
751 6a06a912 Leszek Koltunski
    }
752
753
///////////////////////////////////////////////////////////////////////////////////////////////////
754
/**
755 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
756 2fce34f4 Leszek Koltunski
 * Here both angle and axis can dynamically change.
757 568b29d8 Leszek Koltunski
 *
758
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
759 0df17fad Leszek Koltunski
 * @param center    Coordinates of the Point we are rotating around.
760 568b29d8 Leszek Koltunski
 * @return          ID of the effect added, or -1 if we failed to add one.
761 e0a16874 Leszek Koltunski
 */
762 0df17fad Leszek Koltunski
  public long rotate(Data4D angleaxis, Data3D center)
763 568b29d8 Leszek Koltunski
    {
764 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angleaxis, center);
765 6a06a912 Leszek Koltunski
    }
766
767
///////////////////////////////////////////////////////////////////////////////////////////////////
768
/**
769 568b29d8 Leszek Koltunski
 * Rotates the Object by quaternion.
770 0df17fad Leszek Koltunski
 *
771 568b29d8 Leszek Koltunski
 * @param quaternion The quaternion describing the rotation.
772 0df17fad Leszek Koltunski
 * @param center     Coordinates of the Point we are rotating around.
773 568b29d8 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
774 6a06a912 Leszek Koltunski
 */
775 0df17fad Leszek Koltunski
  public long quaternion(Data4D quaternion, Data3D center )
776 568b29d8 Leszek Koltunski
    {
777 0df17fad Leszek Koltunski
    return mM.add(EffectNames.QUATERNION,quaternion,center);
778 6a06a912 Leszek Koltunski
    }
779
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781
/**
782 568b29d8 Leszek Koltunski
 * Shears the Object.
783 6a06a912 Leszek Koltunski
 *
784 8c3cdec5 Leszek Koltunski
 * @param shear   The 3-tuple of shear factors. The first controls level
785
 *                of shearing in the X-axis, second - Y-axis and the third -
786
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
787
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
788 0df17fad Leszek Koltunski
 * @param center  Center of shearing, i.e. the point which stays unmoved.
789 e0a16874 Leszek Koltunski
 * @return        ID of the effect added, or -1 if we failed to add one.
790 6a06a912 Leszek Koltunski
 */
791 0df17fad Leszek Koltunski
  public long shear(Data3D shear, Data3D center)
792 6a06a912 Leszek Koltunski
    {
793 0df17fad Leszek Koltunski
    return mM.add(EffectNames.SHEAR, shear, center);
794 6a06a912 Leszek Koltunski
    }
795
796
///////////////////////////////////////////////////////////////////////////////////////////////////
797
// Fragment-based effects  
798
///////////////////////////////////////////////////////////////////////////////////////////////////
799
/**
800 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
801 6a06a912 Leszek Koltunski
 *        
802 2fce34f4 Leszek Koltunski
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
803 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
804
 *               Valid range: <0,1>
805 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
806 2fce34f4 Leszek Koltunski
 * @param region Region this Effect is limited to.
807
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
808
 * @return       ID of the effect added, or -1 if we failed to add one.
809 6a06a912 Leszek Koltunski
 */
810 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
811 6a06a912 Leszek Koltunski
    {
812 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
813 6a06a912 Leszek Koltunski
    }
814
815
///////////////////////////////////////////////////////////////////////////////////////////////////
816
/**
817 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change all three of its RGB components.
818
 *
819
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
820 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
821
 *               Valid range: <0,1>
822 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
823 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
824 6a06a912 Leszek Koltunski
 */
825 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color)
826 6a06a912 Leszek Koltunski
    {
827 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CHROMA, blend, color);
828 6a06a912 Leszek Koltunski
    }
829
830
///////////////////////////////////////////////////////////////////////////////////////////////////
831
/**
832 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its transparency level.
833 6a06a912 Leszek Koltunski
 *        
834 2fce34f4 Leszek Koltunski
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
835 e4878781 Leszek Koltunski
 *               moment: pixel.a *= alpha.
836
 *               Valid range: <0,1>
837 d7bbef2f Leszek Koltunski
 * @param region Region this Effect is limited to. 
838 2fce34f4 Leszek Koltunski
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
839 d7bbef2f Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one. 
840 6a06a912 Leszek Koltunski
 */
841 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
842 6a06a912 Leszek Koltunski
    {
843 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
844 6a06a912 Leszek Koltunski
    }
845
846
///////////////////////////////////////////////////////////////////////////////////////////////////
847
/**
848 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its transparency level.
849
 *
850
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
851 e4878781 Leszek Koltunski
 *               given moment: pixel.a *= alpha.
852
 *               Valid range: <0,1>
853 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
854 6a06a912 Leszek Koltunski
 */
855 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha)
856 6a06a912 Leszek Koltunski
    {
857 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.ALPHA, alpha);
858 6a06a912 Leszek Koltunski
    }
859
860
///////////////////////////////////////////////////////////////////////////////////////////////////
861
/**
862 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its brightness level.
863 6a06a912 Leszek Koltunski
 *        
864 2fce34f4 Leszek Koltunski
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
865 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
866 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
867 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
868 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
869 6a06a912 Leszek Koltunski
 */
870 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
871 6a06a912 Leszek Koltunski
    {
872 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
873 6a06a912 Leszek Koltunski
    }
874
875
///////////////////////////////////////////////////////////////////////////////////////////////////
876
/**
877 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its brightness level.
878
 *
879
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
880 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
881 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
882 6a06a912 Leszek Koltunski
 */
883 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness)
884 6a06a912 Leszek Koltunski
    {
885 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.BRIGHTNESS, brightness);
886 6a06a912 Leszek Koltunski
    }
887
888
///////////////////////////////////////////////////////////////////////////////////////////////////
889
/**
890 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its contrast level.
891 6a06a912 Leszek Koltunski
 *        
892 2fce34f4 Leszek Koltunski
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
893 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
894 e0a16874 Leszek Koltunski
 * @param region   Region this Effect is limited to.
895 2fce34f4 Leszek Koltunski
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
896 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
897 6a06a912 Leszek Koltunski
 */
898 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
899 6a06a912 Leszek Koltunski
    {
900 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
901 6a06a912 Leszek Koltunski
    }
902
903
///////////////////////////////////////////////////////////////////////////////////////////////////
904
/**
905 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its contrast level.
906
 *
907
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
908 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
909 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
910 6a06a912 Leszek Koltunski
 */
911 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast)
912 6a06a912 Leszek Koltunski
    {
913 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CONTRAST, contrast);
914 6a06a912 Leszek Koltunski
    }
915
916
///////////////////////////////////////////////////////////////////////////////////////////////////
917
/**
918 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its saturation level.
919 6a06a912 Leszek Koltunski
 *        
920 2fce34f4 Leszek Koltunski
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
921 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
922 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
923 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
924 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
925 6a06a912 Leszek Koltunski
 */
926 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
927 6a06a912 Leszek Koltunski
    {
928 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
929 6a06a912 Leszek Koltunski
    }
930
931
///////////////////////////////////////////////////////////////////////////////////////////////////
932
/**
933 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its saturation level.
934
 *
935
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
936 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
937 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
938 6a06a912 Leszek Koltunski
 */
939 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation)
940 6a06a912 Leszek Koltunski
    {
941 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.SATURATION, saturation);
942 6a06a912 Leszek Koltunski
    }
943
944
///////////////////////////////////////////////////////////////////////////////////////////////////
945
// Vertex-based effects  
946
///////////////////////////////////////////////////////////////////////////////////////////////////
947
/**
948 e0a16874 Leszek Koltunski
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
949 f2fe7e28 Leszek Koltunski
 *
950
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
951
 *               currently being dragged with.
952 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
953 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
954
 * @return       ID of the effect added, or -1 if we failed to add one.
955 6a06a912 Leszek Koltunski
 */
956 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center, Data4D region)
957 6a06a912 Leszek Koltunski
    {  
958 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, region);
959 6a06a912 Leszek Koltunski
    }
960
961
///////////////////////////////////////////////////////////////////////////////////////////////////
962
/**
963 e0a16874 Leszek Koltunski
 * Distort the whole Object by a (possibly changing in time) vector of force.
964 f2fe7e28 Leszek Koltunski
 *
965
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
966
 *               currently being dragged with.
967 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
968 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
969 6a06a912 Leszek Koltunski
 */
970 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center)
971 d425545a Leszek Koltunski
    {
972 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, null);
973 d425545a Leszek Koltunski
    }
974 6a06a912 Leszek Koltunski
975 6ebdbbf1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
976
/**
977
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
978
 * a (possibly changing in time) point on the Object.
979
 *
980
 * @param vector Vector of force that deforms the shape of the whole Object.
981
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
982
 * @param region Region that masks the Effect.
983
 * @return       ID of the effect added, or -1 if we failed to add one.
984
 */
985
  public long deform(Data3D vector, Data3D center, Data4D region)
986
    {
987
    return mV.add(EffectNames.DEFORM, vector, center, region);
988
    }
989
990 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
991
/**
992 e0a16874 Leszek Koltunski
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
993 9351ad55 Leszek Koltunski
 * a (possibly changing in time) point on the Object.
994 6a06a912 Leszek Koltunski
 *     
995 f2fe7e28 Leszek Koltunski
 * @param vector Vector of force that deforms the shape of the whole Object.
996 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
997 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
998 6a06a912 Leszek Koltunski
 */
999 fa6c352d Leszek Koltunski
  public long deform(Data3D vector, Data3D center)
1000 6a06a912 Leszek Koltunski
    {  
1001 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DEFORM, vector, center, null);
1002 6a06a912 Leszek Koltunski
    }
1003
1004
///////////////////////////////////////////////////////////////////////////////////////////////////  
1005
/**
1006 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1007 6a06a912 Leszek Koltunski
 * away from the center (degree<=1)
1008 f2fe7e28 Leszek Koltunski
 *
1009
 * @param sink   The current degree of the Effect.
1010 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1011 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
1012
 * @return       ID of the effect added, or -1 if we failed to add one.
1013 6a06a912 Leszek Koltunski
 */
1014 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center, Data4D region)
1015 6a06a912 Leszek Koltunski
    {
1016 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SINK, sink, center, region);
1017 6a06a912 Leszek Koltunski
    }
1018
1019
///////////////////////////////////////////////////////////////////////////////////////////////////
1020
/**
1021 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1022
 * away from the center (degree<=1)
1023
 *
1024
 * @param sink   The current degree of the Effect.
1025 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1026 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
1027 6a06a912 Leszek Koltunski
 */
1028 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center)
1029 d425545a Leszek Koltunski
    {
1030
    return mV.add(EffectNames.SINK, sink, center);
1031
    }
1032 6a06a912 Leszek Koltunski
1033 82ee855a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
1034
/**
1035
 * Pull all points around the center of the Effect towards a line passing through the center
1036
 * (that's if degree>=1) or push them away from the line (degree<=1)
1037
 *
1038
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1039
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1040
 * @param region Region that masks the Effect.
1041
 * @return       ID of the effect added, or -1 if we failed to add one.
1042
 */
1043
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1044
    {
1045
    return mV.add(EffectNames.PINCH, pinch, center, region);
1046
    }
1047
1048
///////////////////////////////////////////////////////////////////////////////////////////////////
1049
/**
1050
 * Pull all points around the center of the Effect towards a line passing through the center
1051
 * (that's if degree>=1) or push them away from the line (degree<=1)
1052
 *
1053
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1054
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1055
 * @return       ID of the effect added, or -1 if we failed to add one.
1056
 */
1057
  public long pinch(Data2D pinch, Data3D center)
1058
    {
1059
    return mV.add(EffectNames.PINCH, pinch, center);
1060
    }
1061
1062 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////  
1063
/**
1064 f2fe7e28 Leszek Koltunski
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1065
 *
1066 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1067 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1068 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
1069
 * @return       ID of the effect added, or -1 if we failed to add one.
1070 6a06a912 Leszek Koltunski
 */
1071 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1072 6a06a912 Leszek Koltunski
    {    
1073 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1074 6a06a912 Leszek Koltunski
    }
1075
1076
///////////////////////////////////////////////////////////////////////////////////////////////////
1077
/**
1078 f2fe7e28 Leszek Koltunski
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1079
 *
1080 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1081 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1082 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
1083 6a06a912 Leszek Koltunski
 */
1084 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center)
1085 d425545a Leszek Koltunski
    {
1086
    return mV.add(EffectNames.SWIRL, swirl, center);
1087
    }
1088 4fde55a0 Leszek Koltunski
1089
///////////////////////////////////////////////////////////////////////////////////////////////////
1090
/**
1091
 * Directional, sinusoidal wave effect.
1092
 *
1093 350cc2f5 Leszek Koltunski
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1094 ea16dc89 Leszek Koltunski
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1095 350cc2f5 Leszek Koltunski
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1096
 *               describe the 'direction' of the wave.
1097 3695d6fa Leszek Koltunski
 *               <p>
1098 d0c902b8 Leszek Koltunski
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1099
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1100
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1101
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1102 3695d6fa Leszek Koltunski
 *               <p>
1103
 *               <p>
1104 d0c902b8 Leszek Koltunski
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1105
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1106
 *               will be sine shapes.
1107 3695d6fa Leszek Koltunski
 *               <p>
1108 d0c902b8 Leszek Koltunski
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1109
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1110
 *               YZ-plane with be sine shapes.
1111 3695d6fa Leszek Koltunski
 *               <p>
1112 d0c902b8 Leszek Koltunski
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1113 350cc2f5 Leszek Koltunski
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1114
 *               value if sin at this point.
1115 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1116 4fde55a0 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
1117
 */
1118 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center)
1119 4fde55a0 Leszek Koltunski
    {
1120 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.WAVE, wave, center, null);
1121 4fde55a0 Leszek Koltunski
    }
1122
1123
///////////////////////////////////////////////////////////////////////////////////////////////////
1124
/**
1125
 * Directional, sinusoidal wave effect.
1126
 *
1127 421c2728 Leszek Koltunski
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1128 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1129 4fde55a0 Leszek Koltunski
 * @param region Region that masks the Effect.
1130
 * @return       ID of the effect added, or -1 if we failed to add one.
1131
 */
1132 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center, Data4D region)
1133 4fde55a0 Leszek Koltunski
    {
1134
    return mV.add(EffectNames.WAVE, wave, center, region);
1135
    }
1136 d6e94c84 Leszek Koltunski
1137
///////////////////////////////////////////////////////////////////////////////////////////////////
1138
// Postprocess-based effects
1139
///////////////////////////////////////////////////////////////////////////////////////////////////
1140
/**
1141
 * Blur the object.
1142
 *
1143
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
1144
 *               take into account 10 pixels in each direction.
1145
 * @return ID of the effect added, or -1 if we failed to add one.
1146
 */
1147 85cbbc5e Leszek Koltunski
  public long blur(Data1D radius)
1148 d6e94c84 Leszek Koltunski
    {
1149 85cbbc5e Leszek Koltunski
    return mP.add(EffectNames.BLUR, radius);
1150 d6e94c84 Leszek Koltunski
    }
1151 f2fe7e28 Leszek Koltunski
  }