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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 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.effect;
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import org.distorted.library.type.Data1D;
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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.Dynamic1D;
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import org.distorted.library.type.Dynamic3D;
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import org.distorted.library.type.Dynamic4D;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FragmentEffectChroma extends FragmentEffect
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{
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private static final String NAME = "CHROMA";
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private static final float[] UNITIES = new float[] {0.0f};
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private static final int DIMENSION = 4;
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private static final boolean SUPPORTS_CENTER = false;
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private static final boolean SUPPORTS_REGION = true;
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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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*/
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public FragmentEffectChroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
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{
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super(smooth?SMOOTH_CHROMA:CHROMA ,UNITIES,DIMENSION,SUPPORTS_CENTER,SUPPORTS_REGION,NAME);
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if( blend instanceof Dynamic1D )
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{
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mDynamic0 = (Dynamic1D)blend;
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}
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else if ( blend instanceof Static1D )
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{
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mStatic0 = (Static1D)blend;
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}
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if( color instanceof Dynamic3D )
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{
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mDynamic1 = (Dynamic3D)color;
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}
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else if ( color instanceof Static3D)
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{
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mStatic1 = (Static3D)color;
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}
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if( region instanceof Static4D)
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{
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mStaticRegion = (Static4D)region;
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}
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else if( region instanceof Dynamic4D)
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{
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mDynamicRegion = (Dynamic4D)region;
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}
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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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*/
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public FragmentEffectChroma(Data1D blend, Data3D color)
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{
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super(CHROMA,UNITIES,DIMENSION,SUPPORTS_CENTER,SUPPORTS_REGION,NAME);
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if( blend instanceof Dynamic1D )
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{
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mDynamic0 = (Dynamic1D)blend;
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}
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else if ( blend instanceof Static1D )
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{
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mStatic0 = (Static1D)blend;
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}
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if( color instanceof Dynamic3D )
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{
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mDynamic1 = (Dynamic3D)color;
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}
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else if ( color instanceof Static3D)
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{
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mStatic1 = (Static3D)color;
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}
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mStaticRegion = new Static4D(0,0,Float.MAX_VALUE, Float.MAX_VALUE);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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{
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if( mDynamicRegion!=null )
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{
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mDynamicRegion.interpolateMain(uniforms,index+4,currentDuration,step);
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}
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else
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{
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uniforms[index+4] = mStaticRegion.getX();
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uniforms[index+5] = mStaticRegion.getY();
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uniforms[index+6] = mStaticRegion.getZ();
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uniforms[index+7] = mStaticRegion.getW();
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}
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if( mDynamic1!=null )
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{
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mDynamic1.interpolateMain(uniforms,index+1,currentDuration,step);
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}
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else
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{
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uniforms[index+1] = ((Static3D)mStatic1).getX();
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uniforms[index+2] = ((Static3D)mStatic1).getY();
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uniforms[index+3] = ((Static3D)mStatic1).getZ();
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}
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if( mDynamic0!=null )
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{
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return mDynamic0.interpolateMain(uniforms,index,currentDuration,step);
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}
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else
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{
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uniforms[index ] = ((Static1D)mStatic0).getX();
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return false;
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}
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}
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}
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