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library / src / main / java / org / distorted / library / DistortedEffects.java @ 52358355

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES20;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,GridObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static long mNextID =0;
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  private long mID;
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  private EffectQueueMatrix    mM;
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  private EffectQueueFragment  mF;
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  private EffectQueueVertex    mV;
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  private boolean matrixCloned, vertexCloned, fragmentCloned;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfInputW, float halfInputH, GridObject grid, DistortedFramebuffer df, long currTime)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    float halfZ = halfInputW*grid.zFactor;
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    mM.compute(currTime);
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    mM.send(df,halfInputW,halfInputH,halfZ);
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    mV.compute(currTime);
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    mV.send(halfInputW,halfInputH,halfZ);
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    mF.compute(currTime);
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    mF.send(halfInputW,halfInputH);
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(float halfInputW, float halfInputH, GridObject grid, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.sendZero(df,halfInputW,halfInputH,halfInputW*grid.zFactor);
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    mV.sendZero();
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    mF.sendZero();
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned  ) mM.abortAll(false);
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    if( !vertexCloned  ) mV.abortAll(false);
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    if( !fragmentCloned) mF.abortAll(false);
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    mM = null;
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    mV = null;
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    mF = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void onDestroy()
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    {
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create empty effect queue.
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 */
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  public DistortedEffects()
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    {
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    mID = mNextID++;
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    initializeEffectLists(this,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
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  public DistortedEffects(DistortedEffects dc, int flags)
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    {
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    mID = mNextID++;
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    initializeEffectLists(dc,flags);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources. After this call, the queue should not be used anymore.
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 */
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  public synchronized void delete()
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    {
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    releasePriv();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 *
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
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 * 
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 * @param el A class implementing the EffectListener interface that wants to get notifications.
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 */
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  public void registerForMessages(EffectListener el)
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    {
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    mV.registerForMessages(el);
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    mF.registerForMessages(el);
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    mM.registerForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Removes the calling class from the list of Listeners.
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 * 
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 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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 */
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  public void deregisterForMessages(EffectListener el)
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    {
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    mV.deregisterForMessages(el);
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    mF.deregisterForMessages(el);
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    mM.deregisterForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects.
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 * @return Number of effects aborted.
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 */
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  public int abortAllEffects()
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      {
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      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects of a given type, for example all MATRIX Effects.
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 * 
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 * @param type one of the constants defined in {@link EffectTypes}
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 * @return Number of effects aborted.
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 */
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  public int abortEffects(EffectTypes type)
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    {
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    switch(type)
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      {
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      case MATRIX  : return mM.abortAll(true);
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      case VERTEX  : return mV.abortAll(true);
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      case FRAGMENT: return mF.abortAll(true);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts a single Effect.
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 * 
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 * @param id ID of the Effect we want to abort.
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 * @return number of Effects aborted. Always either 0 or 1.
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 */
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  public int abortEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abort all Effects of a given name, for example all rotations.
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 * 
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 * @param name one of the constants defined in {@link EffectNames}
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 * @return number of Effects aborted.
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 */
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  public int abortEffects(EffectNames name)
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    {
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    switch(name.getType())
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      {
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      case MATRIX  : return mM.removeByType(name);
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      case VERTEX  : return mV.removeByType(name);
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      case FRAGMENT: return mF.removeByType(name);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Print some info about a given Effect to Android's standard out. Used for debugging only.
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 * 
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 * @param id Effect ID we want to print info about
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 * @return <code>true</code> if a single Effect of type effectType has been found.
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 */
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  public boolean printEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
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    return false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////   
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Individual effect functions.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Matrix-based effects
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Moves the Object by a (possibly changing in time) vector.
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 * 
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 * @param vector 3-dimensional Data which at any given time will return a Static3D
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 *               representing the current coordinates of the vector we want to move the Object with.
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 * @return       ID of the effect added, or -1 if we failed to add one.
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 */
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  public long move(Data3D vector)
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    {   
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    return mM.add(EffectNames.MOVE,vector);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Scales the Object by (possibly changing in time) 3D scale factors.
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 * 
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 * @param scale 3-dimensional Data which at any given time returns a Static3D
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 *              representing the current x- , y- and z- scale factors.
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 * @return      ID of the effect added, or -1 if we failed to add one.
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 */
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  public long scale(Data3D scale)
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    {   
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    return mM.add(EffectNames.SCALE,scale);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
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 *
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 * @param scale The factor to scale all 3 dimensions with.
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 * @return      ID of the effect added, or -1 if we failed to add one.
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 */
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  public long scale(float scale)
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    {
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    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Rotates the Object by 'angle' degrees around the center.
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 * Static axis of rotation is given by the last parameter.
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 *
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 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
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 * @param axis   Axis of rotation
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 * @param center Coordinates of the Point we are rotating around.
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 * @return       ID of the effect added, or -1 if we failed to add one.
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 */
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  public long rotate(Data1D angle, Static3D axis, Data3D center )
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    {   
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    return mM.add(EffectNames.ROTATE, angle, axis, center);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Rotates the Object by 'angle' degrees around the center.
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 * Here both angle and axis can dynamically change.
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 *
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 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
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 * @param center    Coordinates of the Point we are rotating around.
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 * @return          ID of the effect added, or -1 if we failed to add one.
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 */
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  public long rotate(Data4D angleaxis, Data3D center)
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    {
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    return mM.add(EffectNames.ROTATE, angleaxis, center);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Rotates the Object by quaternion.
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 *
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 * @param quaternion The quaternion describing the rotation.
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 * @param center     Coordinates of the Point we are rotating around.
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 * @return           ID of the effect added, or -1 if we failed to add one.
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 */
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  public long quaternion(Data4D quaternion, Data3D center )
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    {
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    return mM.add(EffectNames.QUATERNION,quaternion,center);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Shears the Object.
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 *
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 * @param shear   The 3-tuple of shear factors. The first controls level
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 *                of shearing in the X-axis, second - Y-axis and the third -
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 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
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 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
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 * @param center  Center of shearing, i.e. the point which stays unmoved.
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 * @return        ID of the effect added, or -1 if we failed to add one.
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 */
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  public long shear(Data3D shear, Data3D center)
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    {
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    return mM.add(EffectNames.SHEAR, shear, center);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fragment-based effects  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
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 *        
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 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
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 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
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 *               Valid range: <0,1>
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 * @param color  Color to mix. (1,0,0) is RED.
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 * @param region Region this Effect is limited to.
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 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
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 * @return       ID of the effect added, or -1 if we failed to add one.
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 */
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  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
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    {
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    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Makes the whole Object smoothly change all three of its RGB components.
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 *
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 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
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 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
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 *               Valid range: <0,1>
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 * @param color  Color to mix. (1,0,0) is RED.
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 * @return       ID of the effect added, or -1 if we failed to add one.
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 */
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  public long chroma(Data1D blend, Data3D color)
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    {
430 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CHROMA, blend, color);
431 6a06a912 Leszek Koltunski
    }
432
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
/**
435 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its transparency level.
436 6a06a912 Leszek Koltunski
 *        
437 2fce34f4 Leszek Koltunski
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
438 e4878781 Leszek Koltunski
 *               moment: pixel.a *= alpha.
439
 *               Valid range: <0,1>
440 d7bbef2f Leszek Koltunski
 * @param region Region this Effect is limited to. 
441 2fce34f4 Leszek Koltunski
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
442 d7bbef2f Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one. 
443 6a06a912 Leszek Koltunski
 */
444 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
445 6a06a912 Leszek Koltunski
    {
446 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
447 6a06a912 Leszek Koltunski
    }
448
449
///////////////////////////////////////////////////////////////////////////////////////////////////
450
/**
451 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its transparency level.
452
 *
453
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
454 e4878781 Leszek Koltunski
 *               given moment: pixel.a *= alpha.
455
 *               Valid range: <0,1>
456 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
457 6a06a912 Leszek Koltunski
 */
458 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha)
459 6a06a912 Leszek Koltunski
    {
460 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.ALPHA, alpha);
461 6a06a912 Leszek Koltunski
    }
462
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its brightness level.
466 6a06a912 Leszek Koltunski
 *        
467 2fce34f4 Leszek Koltunski
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
468 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
469 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
470 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
471 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
472 6a06a912 Leszek Koltunski
 */
473 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
474 6a06a912 Leszek Koltunski
    {
475 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
476 6a06a912 Leszek Koltunski
    }
477
478
///////////////////////////////////////////////////////////////////////////////////////////////////
479
/**
480 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its brightness level.
481
 *
482
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
483 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
484 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
485 6a06a912 Leszek Koltunski
 */
486 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness)
487 6a06a912 Leszek Koltunski
    {
488 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.BRIGHTNESS, brightness);
489 6a06a912 Leszek Koltunski
    }
490
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492
/**
493 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its contrast level.
494 6a06a912 Leszek Koltunski
 *        
495 2fce34f4 Leszek Koltunski
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
496 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
497 e0a16874 Leszek Koltunski
 * @param region   Region this Effect is limited to.
498 2fce34f4 Leszek Koltunski
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
499 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
500 6a06a912 Leszek Koltunski
 */
501 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
502 6a06a912 Leszek Koltunski
    {
503 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
504 6a06a912 Leszek Koltunski
    }
505
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507
/**
508 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its contrast level.
509
 *
510
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
511 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
512 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
513 6a06a912 Leszek Koltunski
 */
514 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast)
515 6a06a912 Leszek Koltunski
    {
516 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CONTRAST, contrast);
517 6a06a912 Leszek Koltunski
    }
518
519
///////////////////////////////////////////////////////////////////////////////////////////////////
520
/**
521 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its saturation level.
522 6a06a912 Leszek Koltunski
 *        
523 2fce34f4 Leszek Koltunski
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
524 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
525 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
526 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
527 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
528 6a06a912 Leszek Koltunski
 */
529 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
530 6a06a912 Leszek Koltunski
    {
531 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
532 6a06a912 Leszek Koltunski
    }
533
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535
/**
536 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its saturation level.
537
 *
538
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
539 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
540 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
541 6a06a912 Leszek Koltunski
 */
542 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation)
543 6a06a912 Leszek Koltunski
    {
544 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.SATURATION, saturation);
545 6a06a912 Leszek Koltunski
    }
546
547
///////////////////////////////////////////////////////////////////////////////////////////////////
548
// Vertex-based effects  
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551 e0a16874 Leszek Koltunski
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
552 f2fe7e28 Leszek Koltunski
 *
553
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
554
 *               currently being dragged with.
555 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
556 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
557
 * @return       ID of the effect added, or -1 if we failed to add one.
558 6a06a912 Leszek Koltunski
 */
559 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center, Data4D region)
560 6a06a912 Leszek Koltunski
    {  
561 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, region);
562 6a06a912 Leszek Koltunski
    }
563
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565
/**
566 e0a16874 Leszek Koltunski
 * Distort the whole Object by a (possibly changing in time) vector of force.
567 f2fe7e28 Leszek Koltunski
 *
568
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
569
 *               currently being dragged with.
570 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
571 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
572 6a06a912 Leszek Koltunski
 */
573 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center)
574 d425545a Leszek Koltunski
    {
575 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, null);
576 d425545a Leszek Koltunski
    }
577 6a06a912 Leszek Koltunski
578 6ebdbbf1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
579
/**
580
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
581
 * a (possibly changing in time) point on the Object.
582
 *
583
 * @param vector Vector of force that deforms the shape of the whole Object.
584
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
585
 * @param region Region that masks the Effect.
586
 * @return       ID of the effect added, or -1 if we failed to add one.
587
 */
588
  public long deform(Data3D vector, Data3D center, Data4D region)
589
    {
590
    return mV.add(EffectNames.DEFORM, vector, center, region);
591
    }
592
593 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595 e0a16874 Leszek Koltunski
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
596 9351ad55 Leszek Koltunski
 * a (possibly changing in time) point on the Object.
597 6a06a912 Leszek Koltunski
 *     
598 f2fe7e28 Leszek Koltunski
 * @param vector Vector of force that deforms the shape of the whole Object.
599 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
600 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
601 6a06a912 Leszek Koltunski
 */
602 fa6c352d Leszek Koltunski
  public long deform(Data3D vector, Data3D center)
603 6a06a912 Leszek Koltunski
    {  
604 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DEFORM, vector, center, null);
605 6a06a912 Leszek Koltunski
    }
606
607
///////////////////////////////////////////////////////////////////////////////////////////////////  
608
/**
609 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
610 6a06a912 Leszek Koltunski
 * away from the center (degree<=1)
611 f2fe7e28 Leszek Koltunski
 *
612
 * @param sink   The current degree of the Effect.
613 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
614 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
615
 * @return       ID of the effect added, or -1 if we failed to add one.
616 6a06a912 Leszek Koltunski
 */
617 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center, Data4D region)
618 6a06a912 Leszek Koltunski
    {
619 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SINK, sink, center, region);
620 6a06a912 Leszek Koltunski
    }
621
622
///////////////////////////////////////////////////////////////////////////////////////////////////
623
/**
624 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
625
 * away from the center (degree<=1)
626
 *
627
 * @param sink   The current degree of the Effect.
628 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
629 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
630 6a06a912 Leszek Koltunski
 */
631 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center)
632 d425545a Leszek Koltunski
    {
633
    return mV.add(EffectNames.SINK, sink, center);
634
    }
635 6a06a912 Leszek Koltunski
636 82ee855a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
637
/**
638
 * Pull all points around the center of the Effect towards a line passing through the center
639
 * (that's if degree>=1) or push them away from the line (degree<=1)
640
 *
641
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
642
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
643
 * @param region Region that masks the Effect.
644
 * @return       ID of the effect added, or -1 if we failed to add one.
645
 */
646
  public long pinch(Data2D pinch, Data3D center, Data4D region)
647
    {
648
    return mV.add(EffectNames.PINCH, pinch, center, region);
649
    }
650
651
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Pull all points around the center of the Effect towards a line passing through the center
654
 * (that's if degree>=1) or push them away from the line (degree<=1)
655
 *
656
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
657
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
658
 * @return       ID of the effect added, or -1 if we failed to add one.
659
 */
660
  public long pinch(Data2D pinch, Data3D center)
661
    {
662
    return mV.add(EffectNames.PINCH, pinch, center);
663
    }
664
665 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////  
666
/**
667 f2fe7e28 Leszek Koltunski
 * Rotate part of the Object around the Center of the Effect by a certain angle.
668
 *
669 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
670 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
671 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
672
 * @return       ID of the effect added, or -1 if we failed to add one.
673 6a06a912 Leszek Koltunski
 */
674 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center, Data4D region)
675 6a06a912 Leszek Koltunski
    {    
676 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SWIRL, swirl, center, region);
677 6a06a912 Leszek Koltunski
    }
678
679
///////////////////////////////////////////////////////////////////////////////////////////////////
680
/**
681 f2fe7e28 Leszek Koltunski
 * Rotate the whole Object around the Center of the Effect by a certain angle.
682
 *
683 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
684 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
685 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
686 6a06a912 Leszek Koltunski
 */
687 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center)
688 d425545a Leszek Koltunski
    {
689
    return mV.add(EffectNames.SWIRL, swirl, center);
690
    }
691 4fde55a0 Leszek Koltunski
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Directional, sinusoidal wave effect.
695
 *
696 350cc2f5 Leszek Koltunski
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
697 ea16dc89 Leszek Koltunski
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
698 350cc2f5 Leszek Koltunski
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
699
 *               describe the 'direction' of the wave.
700 3695d6fa Leszek Koltunski
 *               <p>
701 d0c902b8 Leszek Koltunski
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
702
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
703
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
704
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
705 3695d6fa Leszek Koltunski
 *               <p>
706
 *               <p>
707 d0c902b8 Leszek Koltunski
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
708
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
709
 *               will be sine shapes.
710 3695d6fa Leszek Koltunski
 *               <p>
711 d0c902b8 Leszek Koltunski
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
712
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
713
 *               YZ-plane with be sine shapes.
714 3695d6fa Leszek Koltunski
 *               <p>
715 d0c902b8 Leszek Koltunski
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
716 350cc2f5 Leszek Koltunski
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
717
 *               value if sin at this point.
718 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
719 4fde55a0 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
720
 */
721 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center)
722 4fde55a0 Leszek Koltunski
    {
723 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.WAVE, wave, center, null);
724 4fde55a0 Leszek Koltunski
    }
725
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728
 * Directional, sinusoidal wave effect.
729
 *
730 421c2728 Leszek Koltunski
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
731 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
732 4fde55a0 Leszek Koltunski
 * @param region Region that masks the Effect.
733
 * @return       ID of the effect added, or -1 if we failed to add one.
734
 */
735 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center, Data4D region)
736 4fde55a0 Leszek Koltunski
    {
737
    return mV.add(EffectNames.WAVE, wave, center, region);
738
    }
739 f2fe7e28 Leszek Koltunski
  }