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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.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Make a certain Region change its color.
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*/
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public class FragmentEffectChroma extends FragmentEffect
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{
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private Data1D mBlend;
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private Data3D mColor;
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private Data4D mRegion;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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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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mRegion.get(uniforms,index+4,currentDuration,step);
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mColor.get(uniforms,index+1,currentDuration,step);
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return mBlend.get(uniforms,index,currentDuration,step);
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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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* 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 level of blend a given pixel will be mixed with the next parameter 'color':
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* 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?EffectName.SMOOTH_CHROMA:EffectName.CHROMA);
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mBlend = blend;
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mColor = color;
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mRegion = (region==null ? new Static4D(0,0,Float.MAX_VALUE, Float.MAX_VALUE) : 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 level of blend a given pixel will be mixed with the next parameter 'color':
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* 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(EffectName.CHROMA);
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mBlend = blend;
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mColor = color;
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mRegion = new Static4D(0,0,Float.MAX_VALUE, Float.MAX_VALUE);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Have to call this before the shaders get compiled (i.e before Distorted.onCreate()) for the Effect to work.
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*/
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public static void enable()
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{
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addEffect( EffectName.CHROMA,EffectName.SMOOTH_CHROMA,
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"color.rgb = mix(color.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);" );
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}
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}
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