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library / src / main / java / org / distorted / library / DistortedEffects.java @ 8426bd6a

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing Matrix,Vertex and Fragment effect queues. Postprocessing queue is held in a separate
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 * class.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static final int POSITION_DATA_SIZE= 3; // Main Program: size of the position data in elements
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  private static final int NORMAL_DATA_SIZE  = 3; // Main Program: size of the normal data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Main Program: size of the texture coordinate data in elements.
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  private static boolean[] mEffectEnabled = new boolean[EffectNames.size()];
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  static
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    {
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    int len = EffectNames.size();
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    for(int i=0; i<len; i++)
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      {
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      mEffectEnabled[i] = false;
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      }
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    }
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// DEBUG ONLY /////
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  private static DistortedProgram mDebugProgram;
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  private static int mDebugObjDH;
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  private static int mDebugMVPMatrixH;
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  /// END DEBUG //////
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  private static float[] mMVPMatrix = new float[16];
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  private static float[] mTmpMatrix = new float[16];
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  private static long mNextID =0;
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  private long mID;
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  private EffectQueueMatrix      mM;
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  private EffectQueueFragment    mF;
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  private EffectQueueVertex      mV;
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  private boolean matrixCloned, vertexCloned, fragmentCloned;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    String mainVertHeader= Distorted.GLSL_VERSION;
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    String mainFragHeader= Distorted.GLSL_VERSION;
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    EffectNames name;
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    EffectTypes type;
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    boolean foundF = false;
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    boolean foundV = false;
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    for(int i=0; i<mEffectEnabled.length; i++)
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      {
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      if( mEffectEnabled[i] )
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        {
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        name = EffectNames.getName(i);
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        type = EffectNames.getType(i);
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        if( type == EffectTypes.VERTEX )
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          {
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          mainVertHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundV = true;
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          }
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        else if( type == EffectTypes.FRAGMENT )
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          {
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          mainFragHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundF = true;
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          }
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        }
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      }
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    mainVertHeader += ("#define NUM_VERTEX "   + ( foundV ? getMaxVertex()   : 0 ) + "\n");
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    mainFragHeader += ("#define NUM_FRAGMENT " + ( foundF ? getMaxFragment() : 0 ) + "\n");
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    //android.util.Log.e("Effects", "vertHeader= "+mainVertHeader);
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    //android.util.Log.e("Effects", "fragHeader= "+mainFragHeader);
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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL);
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(mainProgramH);
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    EffectQueueMatrix.getUniforms(mainProgramH);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    String blitVertHeader= (Distorted.GLSL_VERSION + "#define NUM_VERTEX 0\n"  );
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    String blitFragHeader= (Distorted.GLSL_VERSION + "#define NUM_FRAGMENT 0\n");
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // DEBUG ONLY //////////////////////////////////////
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    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
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    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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    try
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      {
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      mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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    int debugProgramH = mDebugProgram.getProgramHandle();
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    mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD");
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    mDebugMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
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    // END DEBUG  //////////////////////////////////////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// DEBUG ONLY
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  @SuppressWarnings("unused")
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  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedOutputSurface surface, float[] mvp, float[] vertices, long currTime)
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    {
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    int len  = vertices.length/3;
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    int minx = Integer.MAX_VALUE;
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    int maxx = Integer.MIN_VALUE;
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    int miny = Integer.MAX_VALUE;
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    int maxy = Integer.MIN_VALUE;
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    int wx,wy;
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    float x,y,z, X,Y,W, ndcX,ndcY;
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    for(int i=0; i<len; i++)
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      {
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      x = 2*halfX*vertices[3*i  ];
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      y = 2*halfY*vertices[3*i+1];
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      z = 2*halfZ*vertices[3*i+2];
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      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
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      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
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      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
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      ndcX = X/W;
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      ndcY = Y/W;
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      wx = (int)(surface.mWidth *(ndcX+1)/2);
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      wy = (int)(surface.mHeight*(ndcY+1)/2);
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      if( wx<minx ) minx = wx;
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      if( wx>maxx ) maxx = wx;
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      if( wy<miny ) miny = wy;
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      if( wy>maxy ) maxy = wy;
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      }
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271
    mDebugProgram.useProgram();
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    surface.setAsOutput(currTime);
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274
    Matrix.setIdentityM( mTmpMatrix, 0);
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    Matrix.translateM  ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance);
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    Matrix.scaleM      ( mTmpMatrix, 0, (float)(maxx-minx)/(2*halfX), (float)(maxy-miny)/(2*halfY), 1.0f);
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    Matrix.translateM  ( mTmpMatrix, 0, halfX,-halfY, 0);
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    Matrix.multiplyMM  ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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280
    GLES30.glUniform2f(mDebugObjDH, 2*halfX, 2*halfY);
281
    GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0);
282

    
283
    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
284
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
285
    }
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287
///////////////////////////////////////////////////////////////////////////////////////////////////
288

    
289
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
290
    {
291
    mM.compute(currTime);
292
    mV.compute(currTime);
293
    mF.compute(currTime);
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295
    float halfZ = halfW*mesh.zFactor;
296

    
297
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
298

    
299
    mMainProgram.useProgram();
300
    GLES30.glUniform1i(mMainTextureH, 0);
301
    surface.setAsOutput(currTime);
302
    mM.send(surface,halfW,halfH,halfZ);
303
    mM.send(surface,halfW,halfH,halfZ);
304
    mV.send(halfW,halfH,halfZ);
305
    mF.send(halfW,halfH);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
307
    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
309
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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311
    /// DEBUG ONLY //////
312
    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
313
    /// END DEBUG ///////
314
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
317
   
318
  static void blitPriv(DistortedOutputSurface surface)
319
    {
320
    mBlitProgram.useProgram();
321

    
322
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
323
    GLES30.glUniform1i(mBlitTextureH, 0);
324
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
325
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
326
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
327
    }
328
    
329
///////////////////////////////////////////////////////////////////////////////////////////////////
330
   
331
  private void releasePriv()
332
    {
333
    if( !matrixCloned     ) mM.abortAll(false);
334
    if( !vertexCloned     ) mV.abortAll(false);
335
    if( !fragmentCloned   ) mF.abortAll(false);
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337
    mM = null;
338
    mV = null;
339
    mF = null;
340
    }
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342
///////////////////////////////////////////////////////////////////////////////////////////////////
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344
  static void onDestroy()
345
    {
346
    mNextID = 0;
347

    
348
    int len = EffectNames.size();
349

    
350
    for(int i=0; i<len; i++)
351
      {
352
      mEffectEnabled[i] = false;
353
      }
354
    }
355

    
356
///////////////////////////////////////////////////////////////////////////////////////////////////
357
// PUBLIC API
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
/**
360
 * Create empty effect queue.
361
 */
362
  public DistortedEffects()
363
    {
364
    mID = ++mNextID;
365
    initializeEffectLists(this,0);
366
    }
367

    
368
///////////////////////////////////////////////////////////////////////////////////////////////////
369
/**
370
 * Copy constructor.
371
 * <p>
372
 * Whatever we do not clone gets created just like in the default constructor.
373
 *
374
 * @param dc    Source object to create our object from
375
 * @param flags A bitmask of values specifying what to copy.
376
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
377
 */
378
  public DistortedEffects(DistortedEffects dc, int flags)
379
    {
380
    mID = ++mNextID;
381
    initializeEffectLists(dc,flags);
382
    }
383

    
384
///////////////////////////////////////////////////////////////////////////////////////////////////
385
/**
386
 * Releases all resources. After this call, the queue should not be used anymore.
387
 */
388
  @SuppressWarnings("unused")
389
  public synchronized void delete()
390
    {
391
    releasePriv();
392
    }
393

    
394
///////////////////////////////////////////////////////////////////////////////////////////////////
395
/**
396
 * Returns unique ID of this instance.
397
 *
398
 * @return ID of the object.
399
 */
400
  public long getID()
401
      {
402
      return mID;
403
      }
404

    
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406
/**
407
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
408
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
409
 * 
410
 * @param el A class implementing the EffectListener interface that wants to get notifications.
411
 */
412
  @SuppressWarnings("unused")
413
  public void registerForMessages(EffectListener el)
414
    {
415
    mV.registerForMessages(el);
416
    mF.registerForMessages(el);
417
    mM.registerForMessages(el);
418
    }
419

    
420
///////////////////////////////////////////////////////////////////////////////////////////////////
421
/**
422
 * Removes the calling class from the list of Listeners.
423
 * 
424
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
425
 */
426
  @SuppressWarnings("unused")
427
  public void deregisterForMessages(EffectListener el)
428
    {
429
    mV.deregisterForMessages(el);
430
    mF.deregisterForMessages(el);
431
    mM.deregisterForMessages(el);
432
    }
433

    
434
///////////////////////////////////////////////////////////////////////////////////////////////////
435
/**
436
 * Aborts all Effects.
437
 * @return Number of effects aborted.
438
 */
439
  public int abortAllEffects()
440
    {
441
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
442
    }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Aborts all Effects of a given type, for example all MATRIX Effects.
447
 * 
448
 * @param type one of the constants defined in {@link EffectTypes}
449
 * @return Number of effects aborted.
450
 */
451
  public int abortEffects(EffectTypes type)
452
    {
453
    switch(type)
454
      {
455
      case MATRIX     : return mM.abortAll(true);
456
      case VERTEX     : return mV.abortAll(true);
457
      case FRAGMENT   : return mF.abortAll(true);
458
      default         : return 0;
459
      }
460
    }
461
    
462
///////////////////////////////////////////////////////////////////////////////////////////////////
463
/**
464
 * Aborts a single Effect.
465
 * 
466
 * @param id ID of the Effect we want to abort.
467
 * @return number of Effects aborted. Always either 0 or 1.
468
 */
469
  public int abortEffect(long id)
470
    {
471
    int type = (int)(id&EffectTypes.MASK);
472

    
473
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
474
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
475
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
476

    
477
    return 0;
478
    }
479

    
480
///////////////////////////////////////////////////////////////////////////////////////////////////
481
/**
482
 * Abort all Effects of a given name, for example all rotations.
483
 * 
484
 * @param name one of the constants defined in {@link EffectNames}
485
 * @return number of Effects aborted.
486
 */
487
  public int abortEffects(EffectNames name)
488
    {
489
    switch(name.getType())
490
      {
491
      case MATRIX     : return mM.removeByType(name);
492
      case VERTEX     : return mV.removeByType(name);
493
      case FRAGMENT   : return mF.removeByType(name);
494
      default         : return 0;
495
      }
496
    }
497
    
498
///////////////////////////////////////////////////////////////////////////////////////////////////
499
/**
500
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
501
 * 
502
 * @param id Effect ID we want to print info about
503
 * @return <code>true</code> if a single Effect of type effectType has been found.
504
 */
505
  @SuppressWarnings("unused")
506
  public boolean printEffect(long id)
507
    {
508
    int type = (int)(id&EffectTypes.MASK);
509

    
510
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
511
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
512
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
513

    
514
    return false;
515
    }
516

    
517
///////////////////////////////////////////////////////////////////////////////////////////////////
518
/**
519
 * Enables a given Effect.
520
 * <p>
521
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
522
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
523
 * The point: by enabling only the effects we need, we can optimize the shaders.
524
 *
525
 * @param name Name of the Effect to enable.
526
 */
527
  public static void enableEffect(EffectNames name)
528
    {
529
    mEffectEnabled[name.ordinal()] = true;
530
    }
531

    
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533
/**
534
 * Returns the maximum number of Matrix effects.
535
 *
536
 * @return The maximum number of Matrix effects
537
 */
538
  @SuppressWarnings("unused")
539
  public static int getMaxMatrix()
540
    {
541
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
542
    }
543

    
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545
/**
546
 * Returns the maximum number of Vertex effects.
547
 *
548
 * @return The maximum number of Vertex effects
549
 */
550
  @SuppressWarnings("unused")
551
  public static int getMaxVertex()
552
    {
553
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
554
    }
555

    
556
///////////////////////////////////////////////////////////////////////////////////////////////////
557
/**
558
 * Returns the maximum number of Fragment effects.
559
 *
560
 * @return The maximum number of Fragment effects
561
 */
562
  @SuppressWarnings("unused")
563
  public static int getMaxFragment()
564
    {
565
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
566
    }
567

    
568
///////////////////////////////////////////////////////////////////////////////////////////////////
569
/**
570
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
571
 * This can fail if:
572
 * <ul>
573
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
574
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
575
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
576
 *     time only decreasing the value of 'max' is permitted.
577
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
578
 * </ul>
579
 *
580
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
581
 *            than Byte.MAX_VALUE
582
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
583
 */
584
  @SuppressWarnings("unused")
585
  public static boolean setMaxMatrix(int max)
586
    {
587
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
588
    }
589

    
590
///////////////////////////////////////////////////////////////////////////////////////////////////
591
/**
592
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
593
 * This can fail if:
594
 * <ul>
595
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
596
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
597
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
598
 *     time only decreasing the value of 'max' is permitted.
599
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
600
 * </ul>
601
 *
602
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
603
 *            than Byte.MAX_VALUE
604
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
605
 */
606
  @SuppressWarnings("unused")
607
  public static boolean setMaxVertex(int max)
608
    {
609
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613
/**
614
 * Sets the maximum number of Fragment 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 Fragment 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
  @SuppressWarnings("unused")
629
  public static boolean setMaxFragment(int max)
630
    {
631
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
632
    }
633

    
634
///////////////////////////////////////////////////////////////////////////////////////////////////   
635
///////////////////////////////////////////////////////////////////////////////////////////////////
636
// Individual effect functions.
637
///////////////////////////////////////////////////////////////////////////////////////////////////
638
// Matrix-based effects
639
///////////////////////////////////////////////////////////////////////////////////////////////////
640
/**
641
 * Moves the Object by a (possibly changing in time) vector.
642
 * 
643
 * @param vector 3-dimensional Data which at any given time will return a Static3D
644
 *               representing the current coordinates of the vector we want to move the Object with.
645
 * @return       ID of the effect added, or -1 if we failed to add one.
646
 */
647
  public long move(Data3D vector)
648
    {   
649
    return mM.add(EffectNames.MOVE,vector);
650
    }
651

    
652
///////////////////////////////////////////////////////////////////////////////////////////////////
653
/**
654
 * Scales the Object by (possibly changing in time) 3D scale factors.
655
 * 
656
 * @param scale 3-dimensional Data which at any given time returns a Static3D
657
 *              representing the current x- , y- and z- scale factors.
658
 * @return      ID of the effect added, or -1 if we failed to add one.
659
 */
660
  public long scale(Data3D scale)
661
    {   
662
    return mM.add(EffectNames.SCALE,scale);
663
    }
664

    
665
///////////////////////////////////////////////////////////////////////////////////////////////////
666
/**
667
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
668
 *
669
 * @param scale The factor to scale all 3 dimensions with.
670
 * @return      ID of the effect added, or -1 if we failed to add one.
671
 */
672
  public long scale(float scale)
673
    {
674
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
675
    }
676

    
677
///////////////////////////////////////////////////////////////////////////////////////////////////
678
/**
679
 * Rotates the Object by 'angle' degrees around the center.
680
 * Static axis of rotation is given by the last parameter.
681
 *
682
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
683
 * @param axis   Axis of rotation
684
 * @param center Coordinates of the Point we are rotating around.
685
 * @return       ID of the effect added, or -1 if we failed to add one.
686
 */
687
  public long rotate(Data1D angle, Static3D axis, Data3D center )
688
    {   
689
    return mM.add(EffectNames.ROTATE, angle, axis, center);
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Rotates the Object by 'angle' degrees around the center.
695
 * Here both angle and axis can dynamically change.
696
 *
697
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
698
 * @param center    Coordinates of the Point we are rotating around.
699
 * @return          ID of the effect added, or -1 if we failed to add one.
700
 */
701
  public long rotate(Data4D angleaxis, Data3D center)
702
    {
703
    return mM.add(EffectNames.ROTATE, angleaxis, center);
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Rotates the Object by quaternion.
709
 *
710
 * @param quaternion The quaternion describing the rotation.
711
 * @param center     Coordinates of the Point we are rotating around.
712
 * @return           ID of the effect added, or -1 if we failed to add one.
713
 */
714
  public long quaternion(Data4D quaternion, Data3D center )
715
    {
716
    return mM.add(EffectNames.QUATERNION,quaternion,center);
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Shears the Object.
722
 *
723
 * @param shear   The 3-tuple of shear factors. The first controls level
724
 *                of shearing in the X-axis, second - Y-axis and the third -
725
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
726
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
727
 * @param center  Center of shearing, i.e. the point which stays unmoved.
728
 * @return        ID of the effect added, or -1 if we failed to add one.
729
 */
730
  public long shear(Data3D shear, Data3D center)
731
    {
732
    return mM.add(EffectNames.SHEAR, shear, center);
733
    }
734

    
735
///////////////////////////////////////////////////////////////////////////////////////////////////
736
// Fragment-based effects  
737
///////////////////////////////////////////////////////////////////////////////////////////////////
738
/**
739
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
740
 *        
741
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
742
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
743
 *               Valid range: <0,1>
744
 * @param color  Color to mix. (1,0,0) is RED.
745
 * @param region Region this Effect is limited to.
746
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
747
 * @return       ID of the effect added, or -1 if we failed to add one.
748
 */
749
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
750
    {
751
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
752
    }
753

    
754
///////////////////////////////////////////////////////////////////////////////////////////////////
755
/**
756
 * Makes the whole Object smoothly change all three of its RGB components.
757
 *
758
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
759
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
760
 *               Valid range: <0,1>
761
 * @param color  Color to mix. (1,0,0) is RED.
762
 * @return       ID of the effect added, or -1 if we failed to add one.
763
 */
764
  public long chroma(Data1D blend, Data3D color)
765
    {
766
    return mF.add(EffectNames.CHROMA, blend, color);
767
    }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Makes a certain sub-region of the Object smoothly change its transparency level.
772
 *        
773
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
774
 *               moment: pixel.a *= alpha.
775
 *               Valid range: <0,1>
776
 * @param region Region this Effect is limited to. 
777
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
778
 * @return       ID of the effect added, or -1 if we failed to add one. 
779
 */
780
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
781
    {
782
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
783
    }
784

    
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786
/**
787
 * Makes the whole Object smoothly change its transparency level.
788
 *
789
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
790
 *               given moment: pixel.a *= alpha.
791
 *               Valid range: <0,1>
792
 * @return       ID of the effect added, or -1 if we failed to add one.
793
 */
794
  public long alpha(Data1D alpha)
795
    {
796
    return mF.add(EffectNames.ALPHA, alpha);
797
    }
798

    
799
///////////////////////////////////////////////////////////////////////////////////////////////////
800
/**
801
 * Makes a certain sub-region of the Object smoothly change its brightness level.
802
 *        
803
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
804
 *                   at any given moment. Valid range: <0,infinity)
805
 * @param region     Region this Effect is limited to.
806
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
807
 * @return           ID of the effect added, or -1 if we failed to add one.
808
 */
809
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
810
    {
811
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
812
    }
813

    
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * Makes the whole Object smoothly change its brightness level.
817
 *
818
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
819
 *                   at any given moment. Valid range: <0,infinity)
820
 * @return           ID of the effect added, or -1 if we failed to add one.
821
 */
822
  public long brightness(Data1D brightness)
823
    {
824
    return mF.add(EffectNames.BRIGHTNESS, brightness);
825
    }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
/**
829
 * Makes a certain sub-region of the Object smoothly change its contrast level.
830
 *        
831
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
832
 *                 at any given moment. Valid range: <0,infinity)
833
 * @param region   Region this Effect is limited to.
834
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
835
 * @return         ID of the effect added, or -1 if we failed to add one.
836
 */
837
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
838
    {
839
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
840
    }
841

    
842
///////////////////////////////////////////////////////////////////////////////////////////////////
843
/**
844
 * Makes the whole Object smoothly change its contrast level.
845
 *
846
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
847
 *                 at any given moment. Valid range: <0,infinity)
848
 * @return         ID of the effect added, or -1 if we failed to add one.
849
 */
850
  public long contrast(Data1D contrast)
851
    {
852
    return mF.add(EffectNames.CONTRAST, contrast);
853
    }
854

    
855
///////////////////////////////////////////////////////////////////////////////////////////////////
856
/**
857
 * Makes a certain sub-region of the Object smoothly change its saturation level.
858
 *        
859
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
860
 *                   at any given moment. Valid range: <0,infinity)
861
 * @param region     Region this Effect is limited to.
862
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
863
 * @return           ID of the effect added, or -1 if we failed to add one.
864
 */
865
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
866
    {
867
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
868
    }
869

    
870
///////////////////////////////////////////////////////////////////////////////////////////////////
871
/**
872
 * Makes the whole Object smoothly change its saturation level.
873
 *
874
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
875
 *                   at any given moment. Valid range: <0,infinity)
876
 * @return           ID of the effect added, or -1 if we failed to add one.
877
 */
878
  public long saturation(Data1D saturation)
879
    {
880
    return mF.add(EffectNames.SATURATION, saturation);
881
    }
882

    
883
///////////////////////////////////////////////////////////////////////////////////////////////////
884
// Vertex-based effects  
885
///////////////////////////////////////////////////////////////////////////////////////////////////
886
/**
887
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
888
 *
889
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
890
 *               currently being dragged with.
891
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
892
 * @param region Region that masks the Effect.
893
 * @return       ID of the effect added, or -1 if we failed to add one.
894
 */
895
  public long distort(Data3D vector, Data3D center, Data4D region)
896
    {  
897
    return mV.add(EffectNames.DISTORT, vector, center, region);
898
    }
899

    
900
///////////////////////////////////////////////////////////////////////////////////////////////////
901
/**
902
 * Distort the whole Object by a (possibly changing in time) vector of force.
903
 *
904
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
905
 *               currently being dragged with.
906
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
907
 * @return       ID of the effect added, or -1 if we failed to add one.
908
 */
909
  public long distort(Data3D vector, Data3D center)
910
    {
911
    return mV.add(EffectNames.DISTORT, vector, center, null);
912
    }
913

    
914
///////////////////////////////////////////////////////////////////////////////////////////////////
915
/**
916
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
917
 * a (possibly changing in time) point on the Object.
918
 *
919
 * @param vector Vector of force that deforms the shape of the whole Object.
920
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
921
 * @param region Region that masks the Effect.
922
 * @return       ID of the effect added, or -1 if we failed to add one.
923
 */
924
  public long deform(Data3D vector, Data3D center, Data4D region)
925
    {
926
    return mV.add(EffectNames.DEFORM, vector, center, region);
927
    }
928

    
929
///////////////////////////////////////////////////////////////////////////////////////////////////
930
/**
931
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
932
 * a (possibly changing in time) point on the Object.
933
 *     
934
 * @param vector Vector of force that deforms the shape of the whole Object.
935
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
936
 * @return       ID of the effect added, or -1 if we failed to add one.
937
 */
938
  public long deform(Data3D vector, Data3D center)
939
    {  
940
    return mV.add(EffectNames.DEFORM, vector, center, null);
941
    }
942

    
943
///////////////////////////////////////////////////////////////////////////////////////////////////  
944
/**
945
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
946
 * away from the center (degree<=1)
947
 *
948
 * @param sink   The current degree of the Effect.
949
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
950
 * @param region Region that masks the Effect.
951
 * @return       ID of the effect added, or -1 if we failed to add one.
952
 */
953
  public long sink(Data1D sink, Data3D center, Data4D region)
954
    {
955
    return mV.add(EffectNames.SINK, sink, center, region);
956
    }
957

    
958
///////////////////////////////////////////////////////////////////////////////////////////////////
959
/**
960
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
961
 * away from the center (degree<=1)
962
 *
963
 * @param sink   The current degree of the Effect.
964
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
965
 * @return       ID of the effect added, or -1 if we failed to add one.
966
 */
967
  public long sink(Data1D sink, Data3D center)
968
    {
969
    return mV.add(EffectNames.SINK, sink, center);
970
    }
971

    
972
///////////////////////////////////////////////////////////////////////////////////////////////////
973
/**
974
 * Pull all points around the center of the Effect towards a line passing through the center
975
 * (that's if degree>=1) or push them away from the line (degree<=1)
976
 *
977
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
978
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
979
 * @param region Region that masks the Effect.
980
 * @return       ID of the effect added, or -1 if we failed to add one.
981
 */
982
  public long pinch(Data2D pinch, Data3D center, Data4D region)
983
    {
984
    return mV.add(EffectNames.PINCH, pinch, center, region);
985
    }
986

    
987
///////////////////////////////////////////////////////////////////////////////////////////////////
988
/**
989
 * Pull all points around the center of the Effect towards a line passing through the center
990
 * (that's if degree>=1) or push them away from the line (degree<=1)
991
 *
992
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
993
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
994
 * @return       ID of the effect added, or -1 if we failed to add one.
995
 */
996
  public long pinch(Data2D pinch, Data3D center)
997
    {
998
    return mV.add(EffectNames.PINCH, pinch, center);
999
    }
1000

    
1001
///////////////////////////////////////////////////////////////////////////////////////////////////  
1002
/**
1003
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1004
 *
1005
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1006
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1007
 * @param region Region that masks the Effect.
1008
 * @return       ID of the effect added, or -1 if we failed to add one.
1009
 */
1010
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1011
    {    
1012
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1013
    }
1014

    
1015
///////////////////////////////////////////////////////////////////////////////////////////////////
1016
/**
1017
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1018
 *
1019
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1020
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1021
 * @return       ID of the effect added, or -1 if we failed to add one.
1022
 */
1023
  public long swirl(Data1D swirl, Data3D center)
1024
    {
1025
    return mV.add(EffectNames.SWIRL, swirl, center);
1026
    }
1027

    
1028
///////////////////////////////////////////////////////////////////////////////////////////////////
1029
/**
1030
 * Directional, sinusoidal wave effect.
1031
 *
1032
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1033
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1034
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1035
 *               describe the 'direction' of the wave.
1036
 *               <p>
1037
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1038
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1039
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1040
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1041
 *               <p>
1042
 *               <p>
1043
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1044
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1045
 *               will be sine shapes.
1046
 *               <p>
1047
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1048
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1049
 *               YZ-plane with be sine shapes.
1050
 *               <p>
1051
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1052
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1053
 *               value if sin at this point.
1054
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1055
 * @return       ID of the effect added, or -1 if we failed to add one.
1056
 */
1057
  public long wave(Data5D wave, Data3D center)
1058
    {
1059
    return mV.add(EffectNames.WAVE, wave, center, null);
1060
    }
1061

    
1062
///////////////////////////////////////////////////////////////////////////////////////////////////
1063
/**
1064
 * Directional, sinusoidal wave effect.
1065
 *
1066
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1067
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1068
 * @param region Region that masks the Effect.
1069
 * @return       ID of the effect added, or -1 if we failed to add one.
1070
 */
1071
  public long wave(Data5D wave, Data3D center, Data4D region)
1072
    {
1073
    return mV.add(EffectNames.WAVE, wave, center, region);
1074
    }
1075
  }
(2-2/25)