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library / src / main / java / org / distorted / library / DistortedEffects.java @ 638b5b5c

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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 Matrix,Vertex and Fragment effect queues. Postprocessing queue is held in a separate
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 * class.
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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 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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  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= Distorted.GLSL_VERSION;
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    String mainFragHeader= Distorted.GLSL_VERSION;
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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, Distorted.GLSL);
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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= (Distorted.GLSL_VERSION + "#define NUM_VERTEX 0\n"  );
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    String blitFragHeader= (Distorted.GLSL_VERSION + "#define NUM_FRAGMENT 0\n");
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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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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    try
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      {
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      mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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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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    }
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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, long currTime)
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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;
269
      }
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271
    mDebugProgram.useProgram();
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    surface.setAsOutput(currTime);
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274
    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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280
    GLES30.glUniform2f(mDebugObjDH, 2*halfX, 2*halfY);
281
    GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0);
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283
    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
284
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
285
    }
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287
///////////////////////////////////////////////////////////////////////////////////////////////////
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289
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
290
    {
291
    mM.compute(currTime);
292
    mV.compute(currTime);
293
    mF.compute(currTime);
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295
    float halfZ = halfW*mesh.zFactor;
296

    
297
    float mipmap = 1.0f;//surface.mMipmap;
298
    GLES30.glViewport(0, 0, (int)(mipmap*surface.mWidth), (int)(mipmap*surface.mHeight) );
299
    //GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight);
300

    
301
    mMainProgram.useProgram();
302
    GLES30.glUniform1i(mMainTextureH, 0);
303
    surface.setAsOutput(currTime);
304
    mM.send(surface,halfW,halfH,halfZ);
305
    mM.send(surface,halfW,halfH,halfZ);
306
    mV.send(halfW,halfH,halfZ);
307
    mF.send(halfW,halfH);
308
    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);
311
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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313
    /// DEBUG ONLY //////
314
    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
315
    /// END DEBUG ///////
316
    }
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318
///////////////////////////////////////////////////////////////////////////////////////////////////
319
   
320
  static void blitPriv(DistortedOutputSurface projection)
321
    {
322
    mBlitProgram.useProgram();
323

    
324
    float mipmap = 1.0f;//projection.mMipmap;
325
    GLES30.glViewport(0, 0, (int)(mipmap*projection.mWidth), (int)(mipmap*projection.mHeight) );
326
    GLES30.glUniform1i(mBlitTextureH, 0);
327
    GLES30.glUniform1f( mBlitDepthH , 1.0f-projection.mNear);
328
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
329
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
330
    }
331
    
332
///////////////////////////////////////////////////////////////////////////////////////////////////
333
   
334
  private void releasePriv()
335
    {
336
    if( !matrixCloned     ) mM.abortAll(false);
337
    if( !vertexCloned     ) mV.abortAll(false);
338
    if( !fragmentCloned   ) mF.abortAll(false);
339

    
340
    mM = null;
341
    mV = null;
342
    mF = null;
343
    }
344

    
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346

    
347
  static void onDestroy()
348
    {
349
    mNextID = 0;
350

    
351
    int len = EffectNames.size();
352

    
353
    for(int i=0; i<len; i++)
354
      {
355
      mEffectEnabled[i] = false;
356
      }
357
    }
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359
///////////////////////////////////////////////////////////////////////////////////////////////////
360
// PUBLIC API
361
///////////////////////////////////////////////////////////////////////////////////////////////////
362
/**
363
 * Create empty effect queue.
364
 */
365
  public DistortedEffects()
366
    {
367
    mID = ++mNextID;
368
    initializeEffectLists(this,0);
369
    }
370

    
371
///////////////////////////////////////////////////////////////////////////////////////////////////
372
/**
373
 * Copy constructor.
374
 * <p>
375
 * Whatever we do not clone gets created just like in the default constructor.
376
 *
377
 * @param dc    Source object to create our object from
378
 * @param flags A bitmask of values specifying what to copy.
379
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
380
 */
381
  public DistortedEffects(DistortedEffects dc, int flags)
382
    {
383
    mID = ++mNextID;
384
    initializeEffectLists(dc,flags);
385
    }
386

    
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388
/**
389
 * Releases all resources. After this call, the queue should not be used anymore.
390
 */
391
  @SuppressWarnings("unused")
392
  public synchronized void delete()
393
    {
394
    releasePriv();
395
    }
396

    
397
///////////////////////////////////////////////////////////////////////////////////////////////////
398
/**
399
 * Returns unique ID of this instance.
400
 *
401
 * @return ID of the object.
402
 */
403
  public long getID()
404
      {
405
      return mID;
406
      }
407

    
408
///////////////////////////////////////////////////////////////////////////////////////////////////
409
/**
410
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
411
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
412
 * 
413
 * @param el A class implementing the EffectListener interface that wants to get notifications.
414
 */
415
  @SuppressWarnings("unused")
416
  public void registerForMessages(EffectListener el)
417
    {
418
    mV.registerForMessages(el);
419
    mF.registerForMessages(el);
420
    mM.registerForMessages(el);
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
/**
425
 * Removes the calling class from the list of Listeners.
426
 * 
427
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
428
 */
429
  @SuppressWarnings("unused")
430
  public void deregisterForMessages(EffectListener el)
431
    {
432
    mV.deregisterForMessages(el);
433
    mF.deregisterForMessages(el);
434
    mM.deregisterForMessages(el);
435
    }
436

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438
/**
439
 * Aborts all Effects.
440
 * @return Number of effects aborted.
441
 */
442
  public int abortAllEffects()
443
    {
444
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
445
    }
446

    
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448
/**
449
 * Aborts all Effects of a given type, for example all MATRIX Effects.
450
 * 
451
 * @param type one of the constants defined in {@link EffectTypes}
452
 * @return Number of effects aborted.
453
 */
454
  public int abortEffects(EffectTypes type)
455
    {
456
    switch(type)
457
      {
458
      case MATRIX     : return mM.abortAll(true);
459
      case VERTEX     : return mV.abortAll(true);
460
      case FRAGMENT   : return mF.abortAll(true);
461
      default         : return 0;
462
      }
463
    }
464
    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466
/**
467
 * Aborts a single Effect.
468
 * 
469
 * @param id ID of the Effect we want to abort.
470
 * @return number of Effects aborted. Always either 0 or 1.
471
 */
472
  public int abortEffect(long id)
473
    {
474
    int type = (int)(id&EffectTypes.MASK);
475

    
476
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
477
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
478
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
479

    
480
    return 0;
481
    }
482

    
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
/**
485
 * Abort all Effects of a given name, for example all rotations.
486
 * 
487
 * @param name one of the constants defined in {@link EffectNames}
488
 * @return number of Effects aborted.
489
 */
490
  public int abortEffects(EffectNames name)
491
    {
492
    switch(name.getType())
493
      {
494
      case MATRIX     : return mM.removeByType(name);
495
      case VERTEX     : return mV.removeByType(name);
496
      case FRAGMENT   : return mF.removeByType(name);
497
      default         : return 0;
498
      }
499
    }
500
    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
/**
503
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
504
 * 
505
 * @param id Effect ID we want to print info about
506
 * @return <code>true</code> if a single Effect of type effectType has been found.
507
 */
508
  @SuppressWarnings("unused")
509
  public boolean printEffect(long id)
510
    {
511
    int type = (int)(id&EffectTypes.MASK);
512

    
513
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
514
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
515
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
516

    
517
    return false;
518
    }
519

    
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521
/**
522
 * Enables a given Effect.
523
 * <p>
524
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
525
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
526
 * The point: by enabling only the effects we need, we can optimize the shaders.
527
 *
528
 * @param name Name of the Effect to enable.
529
 */
530
  public static void enableEffect(EffectNames name)
531
    {
532
    mEffectEnabled[name.ordinal()] = true;
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
/**
537
 * Returns the maximum number of Matrix effects.
538
 *
539
 * @return The maximum number of Matrix effects
540
 */
541
  @SuppressWarnings("unused")
542
  public static int getMaxMatrix()
543
    {
544
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
545
    }
546

    
547
///////////////////////////////////////////////////////////////////////////////////////////////////
548
/**
549
 * Returns the maximum number of Vertex effects.
550
 *
551
 * @return The maximum number of Vertex effects
552
 */
553
  @SuppressWarnings("unused")
554
  public static int getMaxVertex()
555
    {
556
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
557
    }
558

    
559
///////////////////////////////////////////////////////////////////////////////////////////////////
560
/**
561
 * Returns the maximum number of Fragment effects.
562
 *
563
 * @return The maximum number of Fragment effects
564
 */
565
  @SuppressWarnings("unused")
566
  public static int getMaxFragment()
567
    {
568
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572
/**
573
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
574
 * This can fail if:
575
 * <ul>
576
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
577
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
578
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
579
 *     time only decreasing the value of 'max' is permitted.
580
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
581
 * </ul>
582
 *
583
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
584
 *            than Byte.MAX_VALUE
585
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
586
 */
587
  @SuppressWarnings("unused")
588
  public static boolean setMaxMatrix(int max)
589
    {
590
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
596
 * This can fail if:
597
 * <ul>
598
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
599
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
600
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
601
 *     time only decreasing the value of 'max' is permitted.
602
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
603
 * </ul>
604
 *
605
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
606
 *            than Byte.MAX_VALUE
607
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
608
 */
609
  @SuppressWarnings("unused")
610
  public static boolean setMaxVertex(int max)
611
    {
612
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616
/**
617
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
618
 * This can fail if:
619
 * <ul>
620
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
621
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
622
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
623
 *     time only decreasing the value of 'max' is permitted.
624
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
625
 * </ul>
626
 *
627
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
628
 *            than Byte.MAX_VALUE
629
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
630
 */
631
  @SuppressWarnings("unused")
632
  public static boolean setMaxFragment(int max)
633
    {
634
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
635
    }
636

    
637
///////////////////////////////////////////////////////////////////////////////////////////////////   
638
///////////////////////////////////////////////////////////////////////////////////////////////////
639
// Individual effect functions.
640
///////////////////////////////////////////////////////////////////////////////////////////////////
641
// Matrix-based effects
642
///////////////////////////////////////////////////////////////////////////////////////////////////
643
/**
644
 * Moves the Object by a (possibly changing in time) vector.
645
 * 
646
 * @param vector 3-dimensional Data which at any given time will return a Static3D
647
 *               representing the current coordinates of the vector we want to move the Object with.
648
 * @return       ID of the effect added, or -1 if we failed to add one.
649
 */
650
  public long move(Data3D vector)
651
    {   
652
    return mM.add(EffectNames.MOVE,vector);
653
    }
654

    
655
///////////////////////////////////////////////////////////////////////////////////////////////////
656
/**
657
 * Scales the Object by (possibly changing in time) 3D scale factors.
658
 * 
659
 * @param scale 3-dimensional Data which at any given time returns a Static3D
660
 *              representing the current x- , y- and z- scale factors.
661
 * @return      ID of the effect added, or -1 if we failed to add one.
662
 */
663
  public long scale(Data3D scale)
664
    {   
665
    return mM.add(EffectNames.SCALE,scale);
666
    }
667

    
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
/**
670
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
671
 *
672
 * @param scale The factor to scale all 3 dimensions with.
673
 * @return      ID of the effect added, or -1 if we failed to add one.
674
 */
675
  public long scale(float scale)
676
    {
677
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
/**
682
 * Rotates the Object by 'angle' degrees around the center.
683
 * Static axis of rotation is given by the last parameter.
684
 *
685
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
686
 * @param axis   Axis of rotation
687
 * @param center Coordinates of the Point we are rotating around.
688
 * @return       ID of the effect added, or -1 if we failed to add one.
689
 */
690
  public long rotate(Data1D angle, Static3D axis, Data3D center )
691
    {   
692
    return mM.add(EffectNames.ROTATE, angle, axis, center);
693
    }
694

    
695
///////////////////////////////////////////////////////////////////////////////////////////////////
696
/**
697
 * Rotates the Object by 'angle' degrees around the center.
698
 * Here both angle and axis can dynamically change.
699
 *
700
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
701
 * @param center    Coordinates of the Point we are rotating around.
702
 * @return          ID of the effect added, or -1 if we failed to add one.
703
 */
704
  public long rotate(Data4D angleaxis, Data3D center)
705
    {
706
    return mM.add(EffectNames.ROTATE, angleaxis, center);
707
    }
708

    
709
///////////////////////////////////////////////////////////////////////////////////////////////////
710
/**
711
 * Rotates the Object by quaternion.
712
 *
713
 * @param quaternion The quaternion describing the rotation.
714
 * @param center     Coordinates of the Point we are rotating around.
715
 * @return           ID of the effect added, or -1 if we failed to add one.
716
 */
717
  public long quaternion(Data4D quaternion, Data3D center )
718
    {
719
    return mM.add(EffectNames.QUATERNION,quaternion,center);
720
    }
721

    
722
///////////////////////////////////////////////////////////////////////////////////////////////////
723
/**
724
 * Shears the Object.
725
 *
726
 * @param shear   The 3-tuple of shear factors. The first controls level
727
 *                of shearing in the X-axis, second - Y-axis and the third -
728
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
729
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
730
 * @param center  Center of shearing, i.e. the point which stays unmoved.
731
 * @return        ID of the effect added, or -1 if we failed to add one.
732
 */
733
  public long shear(Data3D shear, Data3D center)
734
    {
735
    return mM.add(EffectNames.SHEAR, shear, center);
736
    }
737

    
738
///////////////////////////////////////////////////////////////////////////////////////////////////
739
// Fragment-based effects  
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741
/**
742
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
743
 *        
744
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
745
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
746
 *               Valid range: <0,1>
747
 * @param color  Color to mix. (1,0,0) is RED.
748
 * @param region Region this Effect is limited to.
749
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
750
 * @return       ID of the effect added, or -1 if we failed to add one.
751
 */
752
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
753
    {
754
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
755
    }
756

    
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758
/**
759
 * Makes the whole Object smoothly change all three of its RGB components.
760
 *
761
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
762
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
763
 *               Valid range: <0,1>
764
 * @param color  Color to mix. (1,0,0) is RED.
765
 * @return       ID of the effect added, or -1 if we failed to add one.
766
 */
767
  public long chroma(Data1D blend, Data3D color)
768
    {
769
    return mF.add(EffectNames.CHROMA, blend, color);
770
    }
771

    
772
///////////////////////////////////////////////////////////////////////////////////////////////////
773
/**
774
 * Makes a certain sub-region of the Object smoothly change its transparency level.
775
 *        
776
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
777
 *               moment: pixel.a *= alpha.
778
 *               Valid range: <0,1>
779
 * @param region Region this Effect is limited to. 
780
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
781
 * @return       ID of the effect added, or -1 if we failed to add one. 
782
 */
783
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
784
    {
785
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
786
    }
787

    
788
///////////////////////////////////////////////////////////////////////////////////////////////////
789
/**
790
 * Makes the whole Object smoothly change its transparency level.
791
 *
792
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
793
 *               given moment: pixel.a *= alpha.
794
 *               Valid range: <0,1>
795
 * @return       ID of the effect added, or -1 if we failed to add one.
796
 */
797
  public long alpha(Data1D alpha)
798
    {
799
    return mF.add(EffectNames.ALPHA, alpha);
800
    }
801

    
802
///////////////////////////////////////////////////////////////////////////////////////////////////
803
/**
804
 * Makes a certain sub-region of the Object smoothly change its brightness level.
805
 *        
806
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
807
 *                   at any given moment. Valid range: <0,infinity)
808
 * @param region     Region this Effect is limited to.
809
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
810
 * @return           ID of the effect added, or -1 if we failed to add one.
811
 */
812
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
813
    {
814
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
815
    }
816

    
817
///////////////////////////////////////////////////////////////////////////////////////////////////
818
/**
819
 * Makes the whole Object smoothly change its brightness level.
820
 *
821
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
822
 *                   at any given moment. Valid range: <0,infinity)
823
 * @return           ID of the effect added, or -1 if we failed to add one.
824
 */
825
  public long brightness(Data1D brightness)
826
    {
827
    return mF.add(EffectNames.BRIGHTNESS, brightness);
828
    }
829

    
830
///////////////////////////////////////////////////////////////////////////////////////////////////
831
/**
832
 * Makes a certain sub-region of the Object smoothly change its contrast level.
833
 *        
834
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
835
 *                 at any given moment. Valid range: <0,infinity)
836
 * @param region   Region this Effect is limited to.
837
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
838
 * @return         ID of the effect added, or -1 if we failed to add one.
839
 */
840
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
841
    {
842
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
843
    }
844

    
845
///////////////////////////////////////////////////////////////////////////////////////////////////
846
/**
847
 * Makes the whole Object smoothly change its contrast level.
848
 *
849
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
850
 *                 at any given moment. Valid range: <0,infinity)
851
 * @return         ID of the effect added, or -1 if we failed to add one.
852
 */
853
  public long contrast(Data1D contrast)
854
    {
855
    return mF.add(EffectNames.CONTRAST, contrast);
856
    }
857

    
858
///////////////////////////////////////////////////////////////////////////////////////////////////
859
/**
860
 * Makes a certain sub-region of the Object smoothly change its saturation level.
861
 *        
862
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
863
 *                   at any given moment. Valid range: <0,infinity)
864
 * @param region     Region this Effect is limited to.
865
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
866
 * @return           ID of the effect added, or -1 if we failed to add one.
867
 */
868
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
869
    {
870
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
871
    }
872

    
873
///////////////////////////////////////////////////////////////////////////////////////////////////
874
/**
875
 * Makes the whole Object smoothly change its saturation level.
876
 *
877
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
878
 *                   at any given moment. Valid range: <0,infinity)
879
 * @return           ID of the effect added, or -1 if we failed to add one.
880
 */
881
  public long saturation(Data1D saturation)
882
    {
883
    return mF.add(EffectNames.SATURATION, saturation);
884
    }
885

    
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887
// Vertex-based effects  
888
///////////////////////////////////////////////////////////////////////////////////////////////////
889
/**
890
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
891
 *
892
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
893
 *               currently being dragged with.
894
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
895
 * @param region Region that masks the Effect.
896
 * @return       ID of the effect added, or -1 if we failed to add one.
897
 */
898
  public long distort(Data3D vector, Data3D center, Data4D region)
899
    {  
900
    return mV.add(EffectNames.DISTORT, vector, center, region);
901
    }
902

    
903
///////////////////////////////////////////////////////////////////////////////////////////////////
904
/**
905
 * Distort the whole Object by a (possibly changing in time) vector of force.
906
 *
907
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
908
 *               currently being dragged with.
909
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
910
 * @return       ID of the effect added, or -1 if we failed to add one.
911
 */
912
  public long distort(Data3D vector, Data3D center)
913
    {
914
    return mV.add(EffectNames.DISTORT, vector, center, null);
915
    }
916

    
917
///////////////////////////////////////////////////////////////////////////////////////////////////
918
/**
919
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
920
 * a (possibly changing in time) point on the Object.
921
 *
922
 * @param vector Vector of force that deforms the shape of the whole Object.
923
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
924
 * @param region Region that masks the Effect.
925
 * @return       ID of the effect added, or -1 if we failed to add one.
926
 */
927
  public long deform(Data3D vector, Data3D center, Data4D region)
928
    {
929
    return mV.add(EffectNames.DEFORM, vector, center, region);
930
    }
931

    
932
///////////////////////////////////////////////////////////////////////////////////////////////////
933
/**
934
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
935
 * a (possibly changing in time) point on the Object.
936
 *     
937
 * @param vector Vector of force that deforms the shape of the whole Object.
938
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
939
 * @return       ID of the effect added, or -1 if we failed to add one.
940
 */
941
  public long deform(Data3D vector, Data3D center)
942
    {  
943
    return mV.add(EffectNames.DEFORM, vector, center, null);
944
    }
945

    
946
///////////////////////////////////////////////////////////////////////////////////////////////////  
947
/**
948
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
949
 * away from the center (degree<=1)
950
 *
951
 * @param sink   The current degree of the Effect.
952
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
953
 * @param region Region that masks the Effect.
954
 * @return       ID of the effect added, or -1 if we failed to add one.
955
 */
956
  public long sink(Data1D sink, Data3D center, Data4D region)
957
    {
958
    return mV.add(EffectNames.SINK, sink, center, region);
959
    }
960

    
961
///////////////////////////////////////////////////////////////////////////////////////////////////
962
/**
963
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
964
 * away from the center (degree<=1)
965
 *
966
 * @param sink   The current degree of the Effect.
967
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
968
 * @return       ID of the effect added, or -1 if we failed to add one.
969
 */
970
  public long sink(Data1D sink, Data3D center)
971
    {
972
    return mV.add(EffectNames.SINK, sink, center);
973
    }
974

    
975
///////////////////////////////////////////////////////////////////////////////////////////////////
976
/**
977
 * Pull all points around the center of the Effect towards a line passing through the center
978
 * (that's if degree>=1) or push them away from the line (degree<=1)
979
 *
980
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
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 pinch(Data2D pinch, Data3D center, Data4D region)
986
    {
987
    return mV.add(EffectNames.PINCH, pinch, center, region);
988
    }
989

    
990
///////////////////////////////////////////////////////////////////////////////////////////////////
991
/**
992
 * Pull all points around the center of the Effect towards a line passing through the center
993
 * (that's if degree>=1) or push them away from the line (degree<=1)
994
 *
995
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
996
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
997
 * @return       ID of the effect added, or -1 if we failed to add one.
998
 */
999
  public long pinch(Data2D pinch, Data3D center)
1000
    {
1001
    return mV.add(EffectNames.PINCH, pinch, center);
1002
    }
1003

    
1004
///////////////////////////////////////////////////////////////////////////////////////////////////  
1005
/**
1006
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1007
 *
1008
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1009
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1010
 * @param region Region that masks the Effect.
1011
 * @return       ID of the effect added, or -1 if we failed to add one.
1012
 */
1013
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1014
    {    
1015
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1016
    }
1017

    
1018
///////////////////////////////////////////////////////////////////////////////////////////////////
1019
/**
1020
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1021
 *
1022
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1023
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1024
 * @return       ID of the effect added, or -1 if we failed to add one.
1025
 */
1026
  public long swirl(Data1D swirl, Data3D center)
1027
    {
1028
    return mV.add(EffectNames.SWIRL, swirl, center);
1029
    }
1030

    
1031
///////////////////////////////////////////////////////////////////////////////////////////////////
1032
/**
1033
 * Directional, sinusoidal wave effect.
1034
 *
1035
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1036
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1037
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1038
 *               describe the 'direction' of the wave.
1039
 *               <p>
1040
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1041
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1042
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1043
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1044
 *               <p>
1045
 *               <p>
1046
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1047
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1048
 *               will be sine shapes.
1049
 *               <p>
1050
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1051
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1052
 *               YZ-plane with be sine shapes.
1053
 *               <p>
1054
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1055
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1056
 *               value if sin at this point.
1057
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1058
 * @return       ID of the effect added, or -1 if we failed to add one.
1059
 */
1060
  public long wave(Data5D wave, Data3D center)
1061
    {
1062
    return mV.add(EffectNames.WAVE, wave, center, null);
1063
    }
1064

    
1065
///////////////////////////////////////////////////////////////////////////////////////////////////
1066
/**
1067
 * Directional, sinusoidal wave effect.
1068
 *
1069
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1070
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1071
 * @param region Region that masks the Effect.
1072
 * @return       ID of the effect added, or -1 if we failed to add one.
1073
 */
1074
  public long wave(Data5D wave, Data3D center, Data4D region)
1075
    {
1076
    return mV.add(EffectNames.WAVE, wave, center, region);
1077
    }
1078
  }
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