Project

General

Profile

Download (44.6 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / DistortedEffects.java @ 7d755851

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library;
21

    
22
import android.content.res.Resources;
23
import android.opengl.GLES20;
24
import android.opengl.Matrix;
25

    
26
import org.distorted.library.message.EffectListener;
27
import org.distorted.library.program.DistortedProgram;
28
import org.distorted.library.program.FragmentCompilationException;
29
import org.distorted.library.program.FragmentUniformsException;
30
import org.distorted.library.program.LinkingException;
31
import org.distorted.library.program.VertexCompilationException;
32
import org.distorted.library.program.VertexUniformsException;
33
import org.distorted.library.type.Data1D;
34
import org.distorted.library.type.Data2D;
35
import org.distorted.library.type.Data3D;
36
import org.distorted.library.type.Data4D;
37
import org.distorted.library.type.Data5D;
38
import org.distorted.library.type.Static3D;
39

    
40
import java.io.InputStream;
41
import java.nio.ByteBuffer;
42
import java.nio.ByteOrder;
43
import java.nio.FloatBuffer;
44

    
45
///////////////////////////////////////////////////////////////////////////////////////////////////
46
/**
47
 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
48
 * <p>
49
 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
50
 */
51
public class DistortedEffects
52
  {
53
  private static final int POSITION_DATA_SIZE= 3; // Main Program: size of the position data in elements
54
  private static final int NORMAL_DATA_SIZE  = 3; // Main Program: size of the normal data in elements
55
  private static final int TEX_DATA_SIZE     = 2; // Main Program: size of the texture coordinate data in elements.
56

    
57
  private static DistortedProgram mProgram;
58

    
59
  /// DEBUG ONLY /////
60
  private static DistortedProgram mDebugProgram;
61
  private static final FloatBuffer mQuadPositions;
62

    
63
  static
64
    {
65
    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
66
    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
67
    mQuadPositions.put(positionData).position(0);
68
    }
69

    
70
  private static int mObjDH;
71
  private static int mMVPMatrixH;
72
  /// END DEBUG //////
73

    
74
  private static float[] mMVPMatrix = new float[16];
75
  private static float[] mTmpMatrix = new float[16];
76

    
77
  private static long mNextID =0;
78
  private long mID;
79

    
80
  private static DistortedFramebuffer mBufferFBO = new DistortedFramebuffer(1,1);
81

    
82
  private EffectQueueMatrix      mM;
83
  private EffectQueueFragment    mF;
84
  private EffectQueueVertex      mV;
85
  private EffectQueuePostprocess mP;
86

    
87
  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
88

    
89
///////////////////////////////////////////////////////////////////////////////////////////////////
90

    
91
  static void createProgram(Resources resources)
92
  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
93
    {
94
    final InputStream mainVertexStream   = resources.openRawResource(R.raw.main_vertex_shader);
95
    final InputStream mainFragmentStream = resources.openRawResource(R.raw.main_fragment_shader);
96

    
97
    String mainVertexHeader= ("#version 100\n#define NUM_VERTEX "  + getMaxVertex()+"\n");
98

    
99
    for(EffectNames name: EffectNames.values() )
100
      {
101
      if( name.getType()== EffectTypes.VERTEX)
102
        mainVertexHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
103
      }
104

    
105
    String mainFragmentHeader= ("#version 100\n#define NUM_FRAGMENT "  + getMaxFragment()+"\n");
106

    
107
    for(EffectNames name: EffectNames.values() )
108
      {
109
      if( name.getType()== EffectTypes.FRAGMENT)
110
        mainFragmentHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
111
      }
112

    
113
    mProgram = new DistortedProgram(mainVertexStream,mainFragmentStream, mainVertexHeader, mainFragmentHeader);
114

    
115
    int mainProgramH = mProgram.getProgramHandle();
116
    EffectQueueFragment.getUniforms(mainProgramH);
117
    EffectQueueVertex.getUniforms(mainProgramH);
118
    EffectQueueMatrix.getUniforms(mainProgramH);
119
    DistortedTexture.getUniforms(mainProgramH);
120

    
121
    // DEBUG ONLY //////////////////////////////////////
122
    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
123
    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
124

    
125
    mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, "#version 100\n", "#version 100\n");
126

    
127
    int debugProgramH = mDebugProgram.getProgramHandle();
128
    mObjDH      = GLES20.glGetUniformLocation( debugProgramH, "u_objD");
129
    mMVPMatrixH = GLES20.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
130
    // END DEBUG  //////////////////////////////////////
131
    }
132

    
133
///////////////////////////////////////////////////////////////////////////////////////////////////
134

    
135
  private void initializeEffectLists(DistortedEffects d, int flags)
136
    {
137
    if( (flags & Distorted.CLONE_MATRIX) != 0 )
138
      {
139
      mM = d.mM;
140
      matrixCloned = true;
141
      }
142
    else
143
      {
144
      mM = new EffectQueueMatrix(mID);
145
      matrixCloned = false;
146
      }
147
    
148
    if( (flags & Distorted.CLONE_VERTEX) != 0 )
149
      {
150
      mV = d.mV;
151
      vertexCloned = true;
152
      }
153
    else
154
      {
155
      mV = new EffectQueueVertex(mID);
156
      vertexCloned = false;
157
      }
158
    
159
    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
160
      {
161
      mF = d.mF;
162
      fragmentCloned = true;
163
      }
164
    else
165
      {
166
      mF = new EffectQueueFragment(mID);
167
      fragmentCloned = false;
168
      }
169

    
170
    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
171
      {
172
      mP = d.mP;
173
      postprocessCloned = true;
174
      }
175
    else
176
      {
177
      mP = new EffectQueuePostprocess(mID);
178
      postprocessCloned = false;
179
      }
180
    }
181

    
182
///////////////////////////////////////////////////////////////////////////////////////////////////
183
// DEBUG ONLY
184

    
185
  @SuppressWarnings("unused")
186
  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedFramebuffer df, float[] mvp, float[] vertices)
187
    {
188
    int len  = vertices.length/3;
189
    int minx = Integer.MAX_VALUE;
190
    int maxx = Integer.MIN_VALUE;
191
    int miny = Integer.MAX_VALUE;
192
    int maxy = Integer.MIN_VALUE;
193
    int wx,wy;
194

    
195
    float x,y,z, X,Y,W, ndcX,ndcY;
196

    
197
    for(int i=0; i<len; i++)
198
      {
199
      x = 2*halfX*vertices[3*i  ];
200
      y = 2*halfY*vertices[3*i+1];
201
      z = 2*halfZ*vertices[3*i+2];
202

    
203
      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
204
      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
205
      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
206

    
207
      ndcX = X/W;
208
      ndcY = Y/W;
209

    
210
      wx = (int)(df.mWidth *(ndcX+1)/2);
211
      wy = (int)(df.mHeight*(ndcY+1)/2);
212

    
213
      if( wx<minx ) minx = wx;
214
      if( wx>maxx ) maxx = wx;
215
      if( wy<miny ) miny = wy;
216
      if( wy>maxy ) maxy = wy;
217
      }
218

    
219
    mDebugProgram.useProgram();
220
    df.setAsOutput();
221

    
222
    Matrix.setIdentityM(mTmpMatrix, 0);
223
    Matrix.translateM(mTmpMatrix, 0, -df.mWidth/2, df.mHeight/2, -df.mDistance);
224

    
225
    Matrix.translateM(mTmpMatrix, 0, minx, -df.mHeight+maxy, 0.0f);
226
    Matrix.scaleM(mTmpMatrix, 0, (float)(maxx-minx)/(2*halfX), (float)(maxy-miny)/(2*halfY), 1.0f);
227

    
228
    Matrix.translateM(mTmpMatrix, 0, halfX,-halfY, 0);
229
    Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0);
230

    
231
    GLES20.glUniform2f( mObjDH , 2*halfX, 2*halfY);
232
    GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
233

    
234
    GLES20.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES20.GL_FLOAT, false, 0, mQuadPositions);
235
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
236
    }
237

    
238
///////////////////////////////////////////////////////////////////////////////////////////////////
239

    
240
  void drawPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df, long currTime)
241
    {
242
    mM.compute(currTime);
243
    mV.compute(currTime);
244
    mF.compute(currTime);
245
    mP.compute(currTime);
246

    
247
    float halfZ = halfInputW*mesh.zFactor;
248
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
249

    
250
    if( mP.mNumEffects==0 )
251
      {
252
      mProgram.useProgram();
253
      df.setAsOutput();
254
      mM.send(df,halfInputW,halfInputH,halfZ);
255
      mV.send(halfInputW,halfInputH,halfZ);
256
      mF.send(halfInputW,halfInputH);
257
      GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mesh.mMeshPositions);
258
      GLES20.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mesh.mMeshNormals);
259
      GLES20.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mesh.mMeshTexture);
260
      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
261
      }
262
    else
263
      {
264
      if( mV.mNumEffects==0 && mF.mNumEffects==0 && (mesh instanceof MeshFlat) && mM.canUseShortcut() )
265
        {
266
        mM.constructMatrices(df,halfInputW,halfInputH);
267
        mP.render(2*halfInputW, 2*halfInputH, mM.getMVP(), df);
268
        }
269
      else
270
        {
271
        mProgram.useProgram();
272
        mBufferFBO.resizeFast(df.mWidth, df.mHeight);
273
        mBufferFBO.setAsOutput();
274
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
275
        GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
276
        mM.send(mBufferFBO,halfInputW,halfInputH,halfZ);
277
        mV.send(halfInputW,halfInputH,halfZ);
278
        mF.send(halfInputW,halfInputH);
279
        GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mesh.mMeshPositions);
280
        GLES20.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mesh.mMeshNormals);
281
        GLES20.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mesh.mMeshTexture);
282
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
283

    
284
        Matrix.setIdentityM(mTmpMatrix, 0);
285
        Matrix.translateM(mTmpMatrix, 0, 0, 0, -df.mDistance);
286
        Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0);
287

    
288
        mBufferFBO.setAsInput();
289
        mP.render(df.mWidth, df.mHeight, mMVPMatrix, df);
290
        }
291
      }
292

    
293
    /// DEBUG ONLY //////
294
    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
295
    /// END DEBUG ///////
296
    }
297

    
298
///////////////////////////////////////////////////////////////////////////////////////////////////
299
   
300
  static void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df)
301
    {
302
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
303

    
304
    Matrix.setIdentityM(mTmpMatrix, 0);
305
    Matrix.translateM(mTmpMatrix, 0, 0, 0, -df.mDistance);
306
    Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0);
307

    
308
    EffectQueueMatrix.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor);
309
    EffectQueueVertex.sendZero();
310
    EffectQueueFragment.sendZero();
311
    EffectQueuePostprocess.sendZero(df.mWidth, df.mHeight, mMVPMatrix);
312

    
313
    GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mesh.mMeshPositions);
314
    GLES20.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mesh.mMeshNormals);
315
    GLES20.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mesh.mMeshTexture);
316
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
317
    }
318
    
319
///////////////////////////////////////////////////////////////////////////////////////////////////
320
   
321
  private void releasePriv()
322
    {
323
    if( !matrixCloned     ) mM.abortAll(false);
324
    if( !vertexCloned     ) mV.abortAll(false);
325
    if( !fragmentCloned   ) mF.abortAll(false);
326
    if( !postprocessCloned) mP.abortAll(false);
327

    
328
    mM = null;
329
    mV = null;
330
    mF = null;
331
    mP = null;
332
    }
333

    
334
///////////////////////////////////////////////////////////////////////////////////////////////////
335

    
336
  static void onDestroy()
337
    {
338
    mNextID = 0;
339
    }
340

    
341
///////////////////////////////////////////////////////////////////////////////////////////////////
342
// PUBLIC API
343
///////////////////////////////////////////////////////////////////////////////////////////////////
344
/**
345
 * Create empty effect queue.
346
 */
347
  public DistortedEffects()
348
    {
349
    mID = mNextID++;
350
    initializeEffectLists(this,0);
351
    }
352

    
353
///////////////////////////////////////////////////////////////////////////////////////////////////
354
/**
355
 * Copy constructor.
356
 * <p>
357
 * Whatever we do not clone gets created just like in the default constructor.
358
 *
359
 * @param dc    Source object to create our object from
360
 * @param flags A bitmask of values specifying what to copy.
361
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
362
 */
363
  public DistortedEffects(DistortedEffects dc, int flags)
364
    {
365
    mID = mNextID++;
366
    initializeEffectLists(dc,flags);
367
    }
368

    
369
///////////////////////////////////////////////////////////////////////////////////////////////////
370
/**
371
 * Releases all resources. After this call, the queue should not be used anymore.
372
 */
373
  public synchronized void delete()
374
    {
375
    releasePriv();
376
    }
377

    
378
///////////////////////////////////////////////////////////////////////////////////////////////////
379
/**
380
 * Returns unique ID of this instance.
381
 *
382
 * @return ID of the object.
383
 */
384
  public long getID()
385
      {
386
      return mID;
387
      }
388

    
389
///////////////////////////////////////////////////////////////////////////////////////////////////
390
/**
391
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
392
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
393
 * 
394
 * @param el A class implementing the EffectListener interface that wants to get notifications.
395
 */
396
  public void registerForMessages(EffectListener el)
397
    {
398
    mV.registerForMessages(el);
399
    mF.registerForMessages(el);
400
    mM.registerForMessages(el);
401
    mP.registerForMessages(el);
402
    }
403

    
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405
/**
406
 * Removes the calling class from the list of Listeners.
407
 * 
408
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
409
 */
410
  public void deregisterForMessages(EffectListener el)
411
    {
412
    mV.deregisterForMessages(el);
413
    mF.deregisterForMessages(el);
414
    mM.deregisterForMessages(el);
415
    mP.deregisterForMessages(el);
416
    }
417

    
418
///////////////////////////////////////////////////////////////////////////////////////////////////
419
/**
420
 * Aborts all Effects.
421
 * @return Number of effects aborted.
422
 */
423
  public int abortAllEffects()
424
      {
425
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
426
      }
427

    
428
///////////////////////////////////////////////////////////////////////////////////////////////////
429
/**
430
 * Aborts all Effects of a given type, for example all MATRIX Effects.
431
 * 
432
 * @param type one of the constants defined in {@link EffectTypes}
433
 * @return Number of effects aborted.
434
 */
435
  public int abortEffects(EffectTypes type)
436
    {
437
    switch(type)
438
      {
439
      case MATRIX     : return mM.abortAll(true);
440
      case VERTEX     : return mV.abortAll(true);
441
      case FRAGMENT   : return mF.abortAll(true);
442
      case POSTPROCESS: return mP.abortAll(true);
443
      default         : return 0;
444
      }
445
    }
446
    
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448
/**
449
 * Aborts a single Effect.
450
 * 
451
 * @param id ID of the Effect we want to abort.
452
 * @return number of Effects aborted. Always either 0 or 1.
453
 */
454
  public int abortEffect(long id)
455
    {
456
    int type = (int)(id&EffectTypes.MASK);
457

    
458
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
459
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
460
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
461
    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
462

    
463
    return 0;
464
    }
465

    
466
///////////////////////////////////////////////////////////////////////////////////////////////////
467
/**
468
 * Abort all Effects of a given name, for example all rotations.
469
 * 
470
 * @param name one of the constants defined in {@link EffectNames}
471
 * @return number of Effects aborted.
472
 */
473
  public int abortEffects(EffectNames name)
474
    {
475
    switch(name.getType())
476
      {
477
      case MATRIX     : return mM.removeByType(name);
478
      case VERTEX     : return mV.removeByType(name);
479
      case FRAGMENT   : return mF.removeByType(name);
480
      case POSTPROCESS: return mP.removeByType(name);
481
      default         : return 0;
482
      }
483
    }
484
    
485
///////////////////////////////////////////////////////////////////////////////////////////////////
486
/**
487
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
488
 * 
489
 * @param id Effect ID we want to print info about
490
 * @return <code>true</code> if a single Effect of type effectType has been found.
491
 */
492
    
493
  public boolean printEffect(long id)
494
    {
495
    int type = (int)(id&EffectTypes.MASK);
496

    
497
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
498
    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
499
    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
500
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
501

    
502
    return false;
503
    }
504

    
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506
/**
507
 * Returns the maximum number of Matrix effects.
508
 *
509
 * @return The maximum number of Matrix effects
510
 */
511
  public static int getMaxMatrix()
512
    {
513
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
514
    }
515

    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * Returns the maximum number of Vertex effects.
519
 *
520
 * @return The maximum number of Vertex effects
521
 */
522
  public static int getMaxVertex()
523
    {
524
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
525
    }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
/**
529
 * Returns the maximum number of Fragment effects.
530
 *
531
 * @return The maximum number of Fragment effects
532
 */
533
  public static int getMaxFragment()
534
    {
535
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * Returns the maximum number of Postprocess effects.
541
 *
542
 * @return The maximum number of Postprocess effects
543
 */
544
  public static int getMaxPostprocess()
545
    {
546
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
552
 * This can fail if:
553
 * <ul>
554
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
555
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
556
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
557
 *     time only decreasing the value of 'max' is permitted.
558
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
559
 * </ul>
560
 *
561
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
562
 *            than Byte.MAX_VALUE
563
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
564
 */
565
  public static boolean setMaxMatrix(int max)
566
    {
567
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
568
    }
569

    
570
///////////////////////////////////////////////////////////////////////////////////////////////////
571
/**
572
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
573
 * This can fail if:
574
 * <ul>
575
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
576
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
577
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
578
 *     time only decreasing the value of 'max' is permitted.
579
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
580
 * </ul>
581
 *
582
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
583
 *            than Byte.MAX_VALUE
584
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
585
 */
586
  public static boolean setMaxVertex(int max)
587
    {
588
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
/**
593
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
594
 * This can fail if:
595
 * <ul>
596
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
597
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
598
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
599
 *     time only decreasing the value of 'max' is permitted.
600
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
601
 * </ul>
602
 *
603
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
604
 *            than Byte.MAX_VALUE
605
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
606
 */
607
  public static boolean setMaxFragment(int max)
608
    {
609
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613
/**
614
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
615
 * This can fail if:
616
 * <ul>
617
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
618
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
619
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
620
 *     time only decreasing the value of 'max' is permitted.
621
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
622
 * </ul>
623
 *
624
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
625
 *            than Byte.MAX_VALUE
626
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
627
 */
628
  public static boolean setMaxPostprocess(int max)
629
    {
630
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////   
634
///////////////////////////////////////////////////////////////////////////////////////////////////
635
// Individual effect functions.
636
///////////////////////////////////////////////////////////////////////////////////////////////////
637
// Matrix-based effects
638
///////////////////////////////////////////////////////////////////////////////////////////////////
639
/**
640
 * Moves the Object by a (possibly changing in time) vector.
641
 * 
642
 * @param vector 3-dimensional Data which at any given time will return a Static3D
643
 *               representing the current coordinates of the vector we want to move the Object with.
644
 * @return       ID of the effect added, or -1 if we failed to add one.
645
 */
646
  public long move(Data3D vector)
647
    {   
648
    return mM.add(EffectNames.MOVE,vector);
649
    }
650

    
651
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Scales the Object by (possibly changing in time) 3D scale factors.
654
 * 
655
 * @param scale 3-dimensional Data which at any given time returns a Static3D
656
 *              representing the current x- , y- and z- scale factors.
657
 * @return      ID of the effect added, or -1 if we failed to add one.
658
 */
659
  public long scale(Data3D scale)
660
    {   
661
    return mM.add(EffectNames.SCALE,scale);
662
    }
663

    
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665
/**
666
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
667
 *
668
 * @param scale The factor to scale all 3 dimensions with.
669
 * @return      ID of the effect added, or -1 if we failed to add one.
670
 */
671
  public long scale(float scale)
672
    {
673
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
674
    }
675

    
676
///////////////////////////////////////////////////////////////////////////////////////////////////
677
/**
678
 * Rotates the Object by 'angle' degrees around the center.
679
 * Static axis of rotation is given by the last parameter.
680
 *
681
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
682
 * @param axis   Axis of rotation
683
 * @param center Coordinates of the Point we are rotating around.
684
 * @return       ID of the effect added, or -1 if we failed to add one.
685
 */
686
  public long rotate(Data1D angle, Static3D axis, Data3D center )
687
    {   
688
    return mM.add(EffectNames.ROTATE, angle, axis, center);
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Rotates the Object by 'angle' degrees around the center.
694
 * Here both angle and axis can dynamically change.
695
 *
696
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
697
 * @param center    Coordinates of the Point we are rotating around.
698
 * @return          ID of the effect added, or -1 if we failed to add one.
699
 */
700
  public long rotate(Data4D angleaxis, Data3D center)
701
    {
702
    return mM.add(EffectNames.ROTATE, angleaxis, center);
703
    }
704

    
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706
/**
707
 * Rotates the Object by quaternion.
708
 *
709
 * @param quaternion The quaternion describing the rotation.
710
 * @param center     Coordinates of the Point we are rotating around.
711
 * @return           ID of the effect added, or -1 if we failed to add one.
712
 */
713
  public long quaternion(Data4D quaternion, Data3D center )
714
    {
715
    return mM.add(EffectNames.QUATERNION,quaternion,center);
716
    }
717

    
718
///////////////////////////////////////////////////////////////////////////////////////////////////
719
/**
720
 * Shears the Object.
721
 *
722
 * @param shear   The 3-tuple of shear factors. The first controls level
723
 *                of shearing in the X-axis, second - Y-axis and the third -
724
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
725
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
726
 * @param center  Center of shearing, i.e. the point which stays unmoved.
727
 * @return        ID of the effect added, or -1 if we failed to add one.
728
 */
729
  public long shear(Data3D shear, Data3D center)
730
    {
731
    return mM.add(EffectNames.SHEAR, shear, center);
732
    }
733

    
734
///////////////////////////////////////////////////////////////////////////////////////////////////
735
// Fragment-based effects  
736
///////////////////////////////////////////////////////////////////////////////////////////////////
737
/**
738
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
739
 *        
740
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
741
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
742
 *               Valid range: <0,1>
743
 * @param color  Color to mix. (1,0,0) is RED.
744
 * @param region Region this Effect is limited to.
745
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
746
 * @return       ID of the effect added, or -1 if we failed to add one.
747
 */
748
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
749
    {
750
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
751
    }
752

    
753
///////////////////////////////////////////////////////////////////////////////////////////////////
754
/**
755
 * Makes the whole Object smoothly change all three of its RGB components.
756
 *
757
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
758
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
759
 *               Valid range: <0,1>
760
 * @param color  Color to mix. (1,0,0) is RED.
761
 * @return       ID of the effect added, or -1 if we failed to add one.
762
 */
763
  public long chroma(Data1D blend, Data3D color)
764
    {
765
    return mF.add(EffectNames.CHROMA, blend, color);
766
    }
767

    
768
///////////////////////////////////////////////////////////////////////////////////////////////////
769
/**
770
 * Makes a certain sub-region of the Object smoothly change its transparency level.
771
 *        
772
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
773
 *               moment: pixel.a *= alpha.
774
 *               Valid range: <0,1>
775
 * @param region Region this Effect is limited to. 
776
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
777
 * @return       ID of the effect added, or -1 if we failed to add one. 
778
 */
779
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
780
    {
781
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
782
    }
783

    
784
///////////////////////////////////////////////////////////////////////////////////////////////////
785
/**
786
 * Makes the whole Object smoothly change its transparency level.
787
 *
788
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
789
 *               given moment: pixel.a *= alpha.
790
 *               Valid range: <0,1>
791
 * @return       ID of the effect added, or -1 if we failed to add one.
792
 */
793
  public long alpha(Data1D alpha)
794
    {
795
    return mF.add(EffectNames.ALPHA, alpha);
796
    }
797

    
798
///////////////////////////////////////////////////////////////////////////////////////////////////
799
/**
800
 * Makes a certain sub-region of the Object smoothly change its brightness level.
801
 *        
802
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
803
 *                   at any given moment. Valid range: <0,infinity)
804
 * @param region     Region this Effect is limited to.
805
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
806
 * @return           ID of the effect added, or -1 if we failed to add one.
807
 */
808
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
809
    {
810
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
811
    }
812

    
813
///////////////////////////////////////////////////////////////////////////////////////////////////
814
/**
815
 * Makes the whole Object smoothly change its brightness level.
816
 *
817
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
818
 *                   at any given moment. Valid range: <0,infinity)
819
 * @return           ID of the effect added, or -1 if we failed to add one.
820
 */
821
  public long brightness(Data1D brightness)
822
    {
823
    return mF.add(EffectNames.BRIGHTNESS, brightness);
824
    }
825

    
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * Makes a certain sub-region of the Object smoothly change its contrast level.
829
 *        
830
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
831
 *                 at any given moment. Valid range: <0,infinity)
832
 * @param region   Region this Effect is limited to.
833
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
834
 * @return         ID of the effect added, or -1 if we failed to add one.
835
 */
836
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
837
    {
838
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
839
    }
840

    
841
///////////////////////////////////////////////////////////////////////////////////////////////////
842
/**
843
 * Makes the whole Object smoothly change its contrast level.
844
 *
845
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
846
 *                 at any given moment. Valid range: <0,infinity)
847
 * @return         ID of the effect added, or -1 if we failed to add one.
848
 */
849
  public long contrast(Data1D contrast)
850
    {
851
    return mF.add(EffectNames.CONTRAST, contrast);
852
    }
853

    
854
///////////////////////////////////////////////////////////////////////////////////////////////////
855
/**
856
 * Makes a certain sub-region of the Object smoothly change its saturation level.
857
 *        
858
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
859
 *                   at any given moment. Valid range: <0,infinity)
860
 * @param region     Region this Effect is limited to.
861
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
862
 * @return           ID of the effect added, or -1 if we failed to add one.
863
 */
864
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
865
    {
866
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
867
    }
868

    
869
///////////////////////////////////////////////////////////////////////////////////////////////////
870
/**
871
 * Makes the whole Object smoothly change its saturation level.
872
 *
873
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
874
 *                   at any given moment. Valid range: <0,infinity)
875
 * @return           ID of the effect added, or -1 if we failed to add one.
876
 */
877
  public long saturation(Data1D saturation)
878
    {
879
    return mF.add(EffectNames.SATURATION, saturation);
880
    }
881

    
882
///////////////////////////////////////////////////////////////////////////////////////////////////
883
// Vertex-based effects  
884
///////////////////////////////////////////////////////////////////////////////////////////////////
885
/**
886
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
887
 *
888
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
889
 *               currently being dragged with.
890
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
891
 * @param region Region that masks the Effect.
892
 * @return       ID of the effect added, or -1 if we failed to add one.
893
 */
894
  public long distort(Data3D vector, Data3D center, Data4D region)
895
    {  
896
    return mV.add(EffectNames.DISTORT, vector, center, region);
897
    }
898

    
899
///////////////////////////////////////////////////////////////////////////////////////////////////
900
/**
901
 * Distort the whole Object by a (possibly changing in time) vector of force.
902
 *
903
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
904
 *               currently being dragged with.
905
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
906
 * @return       ID of the effect added, or -1 if we failed to add one.
907
 */
908
  public long distort(Data3D vector, Data3D center)
909
    {
910
    return mV.add(EffectNames.DISTORT, vector, center, null);
911
    }
912

    
913
///////////////////////////////////////////////////////////////////////////////////////////////////
914
/**
915
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
916
 * a (possibly changing in time) point on the Object.
917
 *
918
 * @param vector Vector of force that deforms the shape of the whole Object.
919
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
920
 * @param region Region that masks the Effect.
921
 * @return       ID of the effect added, or -1 if we failed to add one.
922
 */
923
  public long deform(Data3D vector, Data3D center, Data4D region)
924
    {
925
    return mV.add(EffectNames.DEFORM, vector, center, region);
926
    }
927

    
928
///////////////////////////////////////////////////////////////////////////////////////////////////
929
/**
930
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
931
 * a (possibly changing in time) point on the Object.
932
 *     
933
 * @param vector Vector of force that deforms the shape of the whole Object.
934
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
935
 * @return       ID of the effect added, or -1 if we failed to add one.
936
 */
937
  public long deform(Data3D vector, Data3D center)
938
    {  
939
    return mV.add(EffectNames.DEFORM, vector, center, null);
940
    }
941

    
942
///////////////////////////////////////////////////////////////////////////////////////////////////  
943
/**
944
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
945
 * away from the center (degree<=1)
946
 *
947
 * @param sink   The current degree of the Effect.
948
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
949
 * @param region Region that masks the Effect.
950
 * @return       ID of the effect added, or -1 if we failed to add one.
951
 */
952
  public long sink(Data1D sink, Data3D center, Data4D region)
953
    {
954
    return mV.add(EffectNames.SINK, sink, center, region);
955
    }
956

    
957
///////////////////////////////////////////////////////////////////////////////////////////////////
958
/**
959
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
960
 * away from the center (degree<=1)
961
 *
962
 * @param sink   The current degree of the Effect.
963
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
964
 * @return       ID of the effect added, or -1 if we failed to add one.
965
 */
966
  public long sink(Data1D sink, Data3D center)
967
    {
968
    return mV.add(EffectNames.SINK, sink, center);
969
    }
970

    
971
///////////////////////////////////////////////////////////////////////////////////////////////////
972
/**
973
 * Pull all points around the center of the Effect towards a line passing through the center
974
 * (that's if degree>=1) or push them away from the line (degree<=1)
975
 *
976
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
977
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
978
 * @param region Region that masks the Effect.
979
 * @return       ID of the effect added, or -1 if we failed to add one.
980
 */
981
  public long pinch(Data2D pinch, Data3D center, Data4D region)
982
    {
983
    return mV.add(EffectNames.PINCH, pinch, center, region);
984
    }
985

    
986
///////////////////////////////////////////////////////////////////////////////////////////////////
987
/**
988
 * Pull all points around the center of the Effect towards a line passing through the center
989
 * (that's if degree>=1) or push them away from the line (degree<=1)
990
 *
991
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
992
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
993
 * @return       ID of the effect added, or -1 if we failed to add one.
994
 */
995
  public long pinch(Data2D pinch, Data3D center)
996
    {
997
    return mV.add(EffectNames.PINCH, pinch, center);
998
    }
999

    
1000
///////////////////////////////////////////////////////////////////////////////////////////////////  
1001
/**
1002
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1003
 *
1004
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1005
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1006
 * @param region Region that masks the Effect.
1007
 * @return       ID of the effect added, or -1 if we failed to add one.
1008
 */
1009
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1010
    {    
1011
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1012
    }
1013

    
1014
///////////////////////////////////////////////////////////////////////////////////////////////////
1015
/**
1016
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1017
 *
1018
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1019
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1020
 * @return       ID of the effect added, or -1 if we failed to add one.
1021
 */
1022
  public long swirl(Data1D swirl, Data3D center)
1023
    {
1024
    return mV.add(EffectNames.SWIRL, swirl, center);
1025
    }
1026

    
1027
///////////////////////////////////////////////////////////////////////////////////////////////////
1028
/**
1029
 * Directional, sinusoidal wave effect.
1030
 *
1031
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1032
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1033
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1034
 *               describe the 'direction' of the wave.
1035
 *               <p>
1036
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1037
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1038
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1039
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1040
 *               <p>
1041
 *               <p>
1042
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1043
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1044
 *               will be sine shapes.
1045
 *               <p>
1046
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1047
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1048
 *               YZ-plane with be sine shapes.
1049
 *               <p>
1050
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1051
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1052
 *               value if sin at this point.
1053
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1054
 * @return       ID of the effect added, or -1 if we failed to add one.
1055
 */
1056
  public long wave(Data5D wave, Data3D center)
1057
    {
1058
    return mV.add(EffectNames.WAVE, wave, center, null);
1059
    }
1060

    
1061
///////////////////////////////////////////////////////////////////////////////////////////////////
1062
/**
1063
 * Directional, sinusoidal wave effect.
1064
 *
1065
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1066
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1067
 * @param region Region that masks the Effect.
1068
 * @return       ID of the effect added, or -1 if we failed to add one.
1069
 */
1070
  public long wave(Data5D wave, Data3D center, Data4D region)
1071
    {
1072
    return mV.add(EffectNames.WAVE, wave, center, region);
1073
    }
1074

    
1075
///////////////////////////////////////////////////////////////////////////////////////////////////
1076
// Postprocess-based effects
1077
///////////////////////////////////////////////////////////////////////////////////////////////////
1078
/**
1079
 * Blur the object.
1080
 *
1081
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
1082
 *               take into account 10 pixels in each direction.
1083
 * @return ID of the effect added, or -1 if we failed to add one.
1084
 */
1085
  public long blur(Data1D radius)
1086
    {
1087
    return mP.add(EffectNames.BLUR, radius);
1088
    }
1089
  }
(2-2/16)