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library / src / main / java / org / distorted / library / DistortedEffectQueues.java @ 7cf783cb

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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 DistortedEffectQueues
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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(DistortedEffectQueues 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(long currTime, DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    float halfZ = tex.mHalfX*grid.zFactor;
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    mM.compute(currTime);
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    mM.send(df,tex.mHalfX,tex.mHalfY,halfZ);
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    mV.compute(currTime);
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    mV.send(tex.mHalfX,tex.mHalfY,halfZ);
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    mF.compute(currTime);
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    mF.send(tex.mHalfX,tex.mHalfY);
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(DistortedTexture tex, 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,tex.mHalfX,tex.mHalfY,tex.mHalfX*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 DistortedEffectQueues()
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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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 * We only call this from the descendant's classes' constructors where we have to pay attention
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 * to give it the appropriate type of a DistortedObject!
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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 DistortedEffectQueues(DistortedEffectQueues 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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 * Draw the DistortedObject to the location specified by current Matrix effects.    
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 * <p>
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 * Must be called from a thread holding OpenGL Context
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 *
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 * @param currTime current time, in milliseconds.
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 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
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 *        Object.
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 */
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  public void draw(long currTime, DistortedTexture tex, GridObject grid)
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    {
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    tex.createTexture();
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    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex.mTextureDataH[0]);
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    drawPriv(currTime, tex, grid, Distorted.mFramebuffer);
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    DistortedFramebuffer.deleteAllMarked();
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    DistortedTexture.deleteAllMarked();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draw the DistortedObject to the Framebuffer passed.
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 * <p>
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 * Must be called from a thread holding OpenGL Context
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 *
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 * @param currTime Current time, in milliseconds.
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 * @param df       Framebuffer to render this to.
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 */
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  public void draw(long currTime, DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
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    {
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    tex.createTexture();
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    df.createFBO();
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    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, df.fboIds[0]);
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    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex.mTextureDataH[0]);
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    drawPriv(currTime, tex, grid, df);
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    DistortedFramebuffer.deleteAllMarked();
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    DistortedTexture.deleteAllMarked();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources.
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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 that are currently applied to the DistortedObject.
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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 addEventListener(EffectListener el)
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    {
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    mV.addListener(el);
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    mF.addListener(el);
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    mM.addListener(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 removeEventListener(EffectListener el)
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    {
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    mV.removeListener(el);
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    mF.removeListener(el);
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    mM.removeListener(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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    {
438 0df17fad Leszek Koltunski
    return mM.add(EffectNames.SHEAR, shear, center);
439 6a06a912 Leszek Koltunski
    }
440
441
///////////////////////////////////////////////////////////////////////////////////////////////////
442
// Fragment-based effects  
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444
/**
445 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
446 6a06a912 Leszek Koltunski
 *        
447 2fce34f4 Leszek Koltunski
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
448 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
449
 *               Valid range: <0,1>
450 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
451 2fce34f4 Leszek Koltunski
 * @param region Region this Effect is limited to.
452
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
453
 * @return       ID of the effect added, or -1 if we failed to add one.
454 6a06a912 Leszek Koltunski
 */
455 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
456 6a06a912 Leszek Koltunski
    {
457 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
458 6a06a912 Leszek Koltunski
    }
459
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461
/**
462 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change all three of its RGB components.
463
 *
464
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
465 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
466
 *               Valid range: <0,1>
467 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
468 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
469 6a06a912 Leszek Koltunski
 */
470 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color)
471 6a06a912 Leszek Koltunski
    {
472 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CHROMA, blend, color);
473 6a06a912 Leszek Koltunski
    }
474
475
///////////////////////////////////////////////////////////////////////////////////////////////////
476
/**
477 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its transparency level.
478 6a06a912 Leszek Koltunski
 *        
479 2fce34f4 Leszek Koltunski
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
480 e4878781 Leszek Koltunski
 *               moment: pixel.a *= alpha.
481
 *               Valid range: <0,1>
482 d7bbef2f Leszek Koltunski
 * @param region Region this Effect is limited to. 
483 2fce34f4 Leszek Koltunski
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
484 d7bbef2f 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 alpha(Data1D alpha, Data4D region, boolean smooth)
487 6a06a912 Leszek Koltunski
    {
488 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
489 6a06a912 Leszek Koltunski
    }
490
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492
/**
493 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its transparency level.
494
 *
495
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
496 e4878781 Leszek Koltunski
 *               given moment: pixel.a *= alpha.
497
 *               Valid range: <0,1>
498 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
499 6a06a912 Leszek Koltunski
 */
500 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha)
501 6a06a912 Leszek Koltunski
    {
502 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.ALPHA, alpha);
503 6a06a912 Leszek Koltunski
    }
504
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506
/**
507 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its brightness level.
508 6a06a912 Leszek Koltunski
 *        
509 2fce34f4 Leszek Koltunski
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
510 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
511 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
512 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
513 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
514 6a06a912 Leszek Koltunski
 */
515 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
516 6a06a912 Leszek Koltunski
    {
517 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
518 6a06a912 Leszek Koltunski
    }
519
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521
/**
522 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its brightness level.
523
 *
524
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
525 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
526 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
527 6a06a912 Leszek Koltunski
 */
528 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness)
529 6a06a912 Leszek Koltunski
    {
530 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.BRIGHTNESS, brightness);
531 6a06a912 Leszek Koltunski
    }
532
533
///////////////////////////////////////////////////////////////////////////////////////////////////
534
/**
535 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its contrast level.
536 6a06a912 Leszek Koltunski
 *        
537 2fce34f4 Leszek Koltunski
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
538 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
539 e0a16874 Leszek Koltunski
 * @param region   Region this Effect is limited to.
540 2fce34f4 Leszek Koltunski
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
541 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
542 6a06a912 Leszek Koltunski
 */
543 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
544 6a06a912 Leszek Koltunski
    {
545 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
546 6a06a912 Leszek Koltunski
    }
547
548
///////////////////////////////////////////////////////////////////////////////////////////////////
549
/**
550 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its contrast level.
551
 *
552
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
553 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
554 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
555 6a06a912 Leszek Koltunski
 */
556 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast)
557 6a06a912 Leszek Koltunski
    {
558 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CONTRAST, contrast);
559 6a06a912 Leszek Koltunski
    }
560
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562
/**
563 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its saturation level.
564 6a06a912 Leszek Koltunski
 *        
565 2fce34f4 Leszek Koltunski
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
566 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
567 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
568 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
569 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
570 6a06a912 Leszek Koltunski
 */
571 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
572 6a06a912 Leszek Koltunski
    {
573 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
574 6a06a912 Leszek Koltunski
    }
575
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577
/**
578 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its saturation level.
579
 *
580
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
581 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
582 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
583 6a06a912 Leszek Koltunski
 */
584 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation)
585 6a06a912 Leszek Koltunski
    {
586 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.SATURATION, saturation);
587 6a06a912 Leszek Koltunski
    }
588
589
///////////////////////////////////////////////////////////////////////////////////////////////////
590
// Vertex-based effects  
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593 e0a16874 Leszek Koltunski
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
594 f2fe7e28 Leszek Koltunski
 *
595
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
596
 *               currently being dragged with.
597 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
598 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
599
 * @return       ID of the effect added, or -1 if we failed to add one.
600 6a06a912 Leszek Koltunski
 */
601 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center, Data4D region)
602 6a06a912 Leszek Koltunski
    {  
603 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, region);
604 6a06a912 Leszek Koltunski
    }
605
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607
/**
608 e0a16874 Leszek Koltunski
 * Distort the whole Object by a (possibly changing in time) vector of force.
609 f2fe7e28 Leszek Koltunski
 *
610
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
611
 *               currently being dragged with.
612 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
613 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
614 6a06a912 Leszek Koltunski
 */
615 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center)
616 d425545a Leszek Koltunski
    {
617 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, null);
618 d425545a Leszek Koltunski
    }
619 6a06a912 Leszek Koltunski
620 6ebdbbf1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
621
/**
622
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
623
 * a (possibly changing in time) point on the Object.
624
 *
625
 * @param vector Vector of force that deforms the shape of the whole Object.
626
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
627
 * @param region Region that masks the Effect.
628
 * @return       ID of the effect added, or -1 if we failed to add one.
629
 */
630
  public long deform(Data3D vector, Data3D center, Data4D region)
631
    {
632
    return mV.add(EffectNames.DEFORM, vector, center, region);
633
    }
634
635 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
636
/**
637 e0a16874 Leszek Koltunski
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
638 9351ad55 Leszek Koltunski
 * a (possibly changing in time) point on the Object.
639 6a06a912 Leszek Koltunski
 *     
640 f2fe7e28 Leszek Koltunski
 * @param vector Vector of force that deforms the shape of the whole Object.
641 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
642 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
643 6a06a912 Leszek Koltunski
 */
644 fa6c352d Leszek Koltunski
  public long deform(Data3D vector, Data3D center)
645 6a06a912 Leszek Koltunski
    {  
646 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DEFORM, vector, center, null);
647 6a06a912 Leszek Koltunski
    }
648
649
///////////////////////////////////////////////////////////////////////////////////////////////////  
650
/**
651 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
652 6a06a912 Leszek Koltunski
 * away from the center (degree<=1)
653 f2fe7e28 Leszek Koltunski
 *
654
 * @param sink   The current degree of the Effect.
655 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
656 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
657
 * @return       ID of the effect added, or -1 if we failed to add one.
658 6a06a912 Leszek Koltunski
 */
659 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center, Data4D region)
660 6a06a912 Leszek Koltunski
    {
661 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SINK, sink, center, region);
662 6a06a912 Leszek Koltunski
    }
663
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665
/**
666 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
667
 * away from the center (degree<=1)
668
 *
669
 * @param sink   The current degree of the Effect.
670 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
671 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
672 6a06a912 Leszek Koltunski
 */
673 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center)
674 d425545a Leszek Koltunski
    {
675
    return mV.add(EffectNames.SINK, sink, center);
676
    }
677 6a06a912 Leszek Koltunski
678 82ee855a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Pull all points around the center of the Effect towards a line passing through the center
681
 * (that's if degree>=1) or push them away from the line (degree<=1)
682
 *
683
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
684
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
685
 * @param region Region that masks the Effect.
686
 * @return       ID of the effect added, or -1 if we failed to add one.
687
 */
688
  public long pinch(Data2D pinch, Data3D center, Data4D region)
689
    {
690
    return mV.add(EffectNames.PINCH, pinch, center, region);
691
    }
692
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694
/**
695
 * Pull all points around the center of the Effect towards a line passing through the center
696
 * (that's if degree>=1) or push them away from the line (degree<=1)
697
 *
698
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
699
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
700
 * @return       ID of the effect added, or -1 if we failed to add one.
701
 */
702
  public long pinch(Data2D pinch, Data3D center)
703
    {
704
    return mV.add(EffectNames.PINCH, pinch, center);
705
    }
706
707 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////  
708
/**
709 f2fe7e28 Leszek Koltunski
 * Rotate part of the Object around the Center of the Effect by a certain angle.
710
 *
711 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
712 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
713 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
714
 * @return       ID of the effect added, or -1 if we failed to add one.
715 6a06a912 Leszek Koltunski
 */
716 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center, Data4D region)
717 6a06a912 Leszek Koltunski
    {    
718 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SWIRL, swirl, center, region);
719 6a06a912 Leszek Koltunski
    }
720
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723 f2fe7e28 Leszek Koltunski
 * Rotate the whole Object around the Center of the Effect by a certain angle.
724
 *
725 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
726 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
727 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
728 6a06a912 Leszek Koltunski
 */
729 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center)
730 d425545a Leszek Koltunski
    {
731
    return mV.add(EffectNames.SWIRL, swirl, center);
732
    }
733 4fde55a0 Leszek Koltunski
734
///////////////////////////////////////////////////////////////////////////////////////////////////
735
/**
736
 * Directional, sinusoidal wave effect.
737
 *
738 350cc2f5 Leszek Koltunski
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
739 ea16dc89 Leszek Koltunski
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
740 350cc2f5 Leszek Koltunski
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
741
 *               describe the 'direction' of the wave.
742 3695d6fa Leszek Koltunski
 *               <p>
743 d0c902b8 Leszek Koltunski
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
744
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
745
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
746
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
747 3695d6fa Leszek Koltunski
 *               <p>
748
 *               <p>
749 d0c902b8 Leszek Koltunski
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
750
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
751
 *               will be sine shapes.
752 3695d6fa Leszek Koltunski
 *               <p>
753 d0c902b8 Leszek Koltunski
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
754
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
755
 *               YZ-plane with be sine shapes.
756 3695d6fa Leszek Koltunski
 *               <p>
757 d0c902b8 Leszek Koltunski
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
758 350cc2f5 Leszek Koltunski
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
759
 *               value if sin at this point.
760 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
761 4fde55a0 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
762
 */
763 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center)
764 4fde55a0 Leszek Koltunski
    {
765 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.WAVE, wave, center, null);
766 4fde55a0 Leszek Koltunski
    }
767
768
///////////////////////////////////////////////////////////////////////////////////////////////////
769
/**
770
 * Directional, sinusoidal wave effect.
771
 *
772 3ef3364d Leszek Koltunski
 * @param wave   see {@link DistortedEffectQueues#wave(Data5D,Data3D)}
773 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
774 4fde55a0 Leszek Koltunski
 * @param region Region that masks the Effect.
775
 * @return       ID of the effect added, or -1 if we failed to add one.
776
 */
777 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center, Data4D region)
778 4fde55a0 Leszek Koltunski
    {
779
    return mV.add(EffectNames.WAVE, wave, center, region);
780
    }
781 f2fe7e28 Leszek Koltunski
  }