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library / src / main / java / org / distorted / library / DistortedEffects.java @ 86eb00a9

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES20;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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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 {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,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 BYTES_PER_FLOAT   = 4; //
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  private static final int POSITION_DATA_SIZE= 2; // Size of the position data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Size of the texture coordinate data in elements.
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  private static final FloatBuffer mQuadPositions, mQuadTexture;
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  private static long mNextID =0;
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  private long mID;
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  private static DistortedFramebuffer mBufferFBO;
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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 EffectQueuePostprocess mP;
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  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
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  static
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    {
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    int dataLength = 4;
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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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    float[] textureData = {  0.0f,  0.0f,   0.0f, 1.0f,  1.0f, 0.0f,  1.0f, 1.0f };
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    mQuadPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    mQuadTexture   = ByteBuffer.allocateDirect(TEX_DATA_SIZE     *dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadTexture.put(textureData).position(0);
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    mBufferFBO = new DistortedFramebuffer(1,1);
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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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    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
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      {
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      mP = d.mP;
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      postprocessCloned = true;
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      }
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    else
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      {
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      mP = new EffectQueuePostprocess(mID);
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      postprocessCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df, long currTime)
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    {
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    mM.compute(currTime);
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    mV.compute(currTime);
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    mF.compute(currTime);
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    mP.compute(currTime);
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    float halfZ = halfInputW*mesh.zFactor;
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    GLES20.glUseProgram(Distorted.mainProgramH);
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    if( mP.mNumEffects==0 )
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      {
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      mM.send(df,halfInputW,halfInputH,halfZ);
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      mV.send(halfInputW,halfInputH,halfZ);
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      mF.send(halfInputW,halfInputH);
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      mesh.draw();
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      }
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    else
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      {
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      mBufferFBO.resizeFast(df.mWidth, df.mHeight);
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      mBufferFBO.setAsOutput();
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      mM.send(mBufferFBO,halfInputW,halfInputH,halfZ);
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      mV.send(halfInputW,halfInputH,halfZ);
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      mF.send(halfInputW,halfInputH);
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      mesh.draw();
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      GLES20.glUseProgram(Distorted.postProgramH);
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      GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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      mBufferFBO.setAsInput();
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      df.setAsOutput();
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      mP.send(halfInputW,halfInputH);
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      GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mQuadPositions);
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      GLES20.glVertexAttribPointer(Distorted.mPostProgramAttributes[1], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mQuadTexture);
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      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    EffectQueueMatrix.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor);
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    EffectQueueVertex.sendZero();
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    EffectQueueFragment.sendZero();
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    EffectQueuePostprocess.sendZero(2*halfInputW,2*halfInputH);
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    mesh.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned     ) mM.abortAll(false);
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    if( !vertexCloned     ) mV.abortAll(false);
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    if( !fragmentCloned   ) mF.abortAll(false);
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    if( !postprocessCloned) mP.abortAll(false);
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    mM = null;
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    mV = null;
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    mF = null;
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    mP = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void onDestroy()
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    {
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create empty effect queue.
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 */
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  public DistortedEffects()
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    {
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    mID = mNextID++;
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    initializeEffectLists(this,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
220
 * Copy constructor.
221
 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
223
 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
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  public DistortedEffects(DistortedEffects dc, int flags)
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    {
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    mID = mNextID++;
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    initializeEffectLists(dc,flags);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources. After this call, the queue should not be used anymore.
237
 */
238
  public synchronized void delete()
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    {
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    releasePriv();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 *
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
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 * 
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 * @param el A class implementing the EffectListener interface that wants to get notifications.
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 */
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  public void registerForMessages(EffectListener el)
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    {
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    mV.registerForMessages(el);
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    mF.registerForMessages(el);
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    mM.registerForMessages(el);
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    mP.registerForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Removes the calling class from the list of Listeners.
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 * 
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 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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 */
275
  public void deregisterForMessages(EffectListener el)
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    {
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    mV.deregisterForMessages(el);
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    mF.deregisterForMessages(el);
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    mM.deregisterForMessages(el);
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    mP.deregisterForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
285
 * Aborts all Effects.
286
 * @return Number of effects aborted.
287
 */
288
  public int abortAllEffects()
289
      {
290
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
291
      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
294
/**
295
 * Aborts all Effects of a given type, for example all MATRIX Effects.
296
 * 
297
 * @param type one of the constants defined in {@link EffectTypes}
298
 * @return Number of effects aborted.
299
 */
300
  public int abortEffects(EffectTypes type)
301
    {
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    switch(type)
303
      {
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      case MATRIX     : return mM.abortAll(true);
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      case VERTEX     : return mV.abortAll(true);
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      case FRAGMENT   : return mF.abortAll(true);
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      case POSTPROCESS: return mP.abortAll(true);
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      default         : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
314
 * Aborts a single Effect.
315
 * 
316
 * @param id ID of the Effect we want to abort.
317
 * @return number of Effects aborted. Always either 0 or 1.
318
 */
319
  public int abortEffect(long id)
320
    {
321
    int type = (int)(id&EffectTypes.MASK);
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323
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
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328
    return 0;
329
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
332
/**
333
 * Abort all Effects of a given name, for example all rotations.
334
 * 
335
 * @param name one of the constants defined in {@link EffectNames}
336
 * @return number of Effects aborted.
337
 */
338
  public int abortEffects(EffectNames name)
339
    {
340
    switch(name.getType())
341
      {
342
      case MATRIX     : return mM.removeByType(name);
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      case VERTEX     : return mV.removeByType(name);
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      case FRAGMENT   : return mF.removeByType(name);
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      case POSTPROCESS: return mP.removeByType(name);
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      default         : return 0;
347
      }
348
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
351
/**
352
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
353
 * 
354
 * @param id Effect ID we want to print info about
355
 * @return <code>true</code> if a single Effect of type effectType has been found.
356
 */
357
    
358
  public boolean printEffect(long id)
359
    {
360
    int type = (int)(id&EffectTypes.MASK);
361

    
362
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
365
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
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367
    return false;
368
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
372
 * Returns the maximum number of Matrix effects.
373
 *
374
 * @return The maximum number of Matrix effects
375
 */
376
  public static int getMaxMatrix()
377
    {
378
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
379
    }
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381
///////////////////////////////////////////////////////////////////////////////////////////////////
382
/**
383
 * Returns the maximum number of Vertex effects.
384
 *
385
 * @return The maximum number of Vertex effects
386
 */
387
  public static int getMaxVertex()
388
    {
389
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
390
    }
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392
///////////////////////////////////////////////////////////////////////////////////////////////////
393
/**
394
 * Returns the maximum number of Fragment effects.
395
 *
396
 * @return The maximum number of Fragment effects
397
 */
398
  public static int getMaxFragment()
399
    {
400
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
401
    }
402

    
403
///////////////////////////////////////////////////////////////////////////////////////////////////
404
/**
405
 * Returns the maximum number of Postprocess effects.
406
 *
407
 * @return The maximum number of Postprocess effects
408
 */
409
  public static int getMaxPostprocess()
410
    {
411
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
412
    }
413

    
414
///////////////////////////////////////////////////////////////////////////////////////////////////
415
/**
416
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
417
 * This can fail if:
418
 * <ul>
419
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
420
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
421
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
422
 *     time only decreasing the value of 'max' is permitted.
423
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
424
 * </ul>
425
 *
426
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
427
 *            than Byte.MAX_VALUE
428
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
429
 */
430
  public static boolean setMaxMatrix(int max)
431
    {
432
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
433
    }
434

    
435
///////////////////////////////////////////////////////////////////////////////////////////////////
436
/**
437
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
438
 * This can fail if:
439
 * <ul>
440
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
441
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
442
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
443
 *     time only decreasing the value of 'max' is permitted.
444
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
445
 * </ul>
446
 *
447
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
448
 *            than Byte.MAX_VALUE
449
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
450
 */
451
  public static boolean setMaxVertex(int max)
452
    {
453
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
454
    }
455

    
456
///////////////////////////////////////////////////////////////////////////////////////////////////
457
/**
458
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
459
 * This can fail if:
460
 * <ul>
461
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
462
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
463
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
464
 *     time only decreasing the value of 'max' is permitted.
465
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
466
 * </ul>
467
 *
468
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
469
 *            than Byte.MAX_VALUE
470
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
471
 */
472
  public static boolean setMaxFragment(int max)
473
    {
474
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
475
    }
476

    
477
///////////////////////////////////////////////////////////////////////////////////////////////////
478
/**
479
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
480
 * This can fail if:
481
 * <ul>
482
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
483
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
484
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
485
 *     time only decreasing the value of 'max' is permitted.
486
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
487
 * </ul>
488
 *
489
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
490
 *            than Byte.MAX_VALUE
491
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
492
 */
493
  public static boolean setMaxPostprocess(int max)
494
    {
495
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
496
    }
497

    
498
///////////////////////////////////////////////////////////////////////////////////////////////////   
499
///////////////////////////////////////////////////////////////////////////////////////////////////
500
// Individual effect functions.
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
// Matrix-based effects
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504
/**
505
 * Moves the Object by a (possibly changing in time) vector.
506
 * 
507
 * @param vector 3-dimensional Data which at any given time will return a Static3D
508
 *               representing the current coordinates of the vector we want to move the Object with.
509
 * @return       ID of the effect added, or -1 if we failed to add one.
510
 */
511
  public long move(Data3D vector)
512
    {   
513
    return mM.add(EffectNames.MOVE,vector);
514
    }
515

    
516
///////////////////////////////////////////////////////////////////////////////////////////////////
517
/**
518
 * Scales the Object by (possibly changing in time) 3D scale factors.
519
 * 
520
 * @param scale 3-dimensional Data which at any given time returns a Static3D
521
 *              representing the current x- , y- and z- scale factors.
522
 * @return      ID of the effect added, or -1 if we failed to add one.
523
 */
524
  public long scale(Data3D scale)
525
    {   
526
    return mM.add(EffectNames.SCALE,scale);
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
532
 *
533
 * @param scale The factor to scale all 3 dimensions with.
534
 * @return      ID of the effect added, or -1 if we failed to add one.
535
 */
536
  public long scale(float scale)
537
    {
538
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
539
    }
540

    
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542
/**
543
 * Rotates the Object by 'angle' degrees around the center.
544
 * Static axis of rotation is given by the last parameter.
545
 *
546
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
547
 * @param axis   Axis of rotation
548
 * @param center Coordinates of the Point we are rotating around.
549
 * @return       ID of the effect added, or -1 if we failed to add one.
550
 */
551
  public long rotate(Data1D angle, Static3D axis, Data3D center )
552
    {   
553
    return mM.add(EffectNames.ROTATE, angle, axis, center);
554
    }
555

    
556
///////////////////////////////////////////////////////////////////////////////////////////////////
557
/**
558
 * Rotates the Object by 'angle' degrees around the center.
559
 * Here both angle and axis can dynamically change.
560
 *
561
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
562
 * @param center    Coordinates of the Point we are rotating around.
563
 * @return          ID of the effect added, or -1 if we failed to add one.
564
 */
565
  public long rotate(Data4D angleaxis, Data3D center)
566
    {
567
    return mM.add(EffectNames.ROTATE, angleaxis, center);
568
    }
569

    
570
///////////////////////////////////////////////////////////////////////////////////////////////////
571
/**
572
 * Rotates the Object by quaternion.
573
 *
574
 * @param quaternion The quaternion describing the rotation.
575
 * @param center     Coordinates of the Point we are rotating around.
576
 * @return           ID of the effect added, or -1 if we failed to add one.
577
 */
578
  public long quaternion(Data4D quaternion, Data3D center )
579
    {
580
    return mM.add(EffectNames.QUATERNION,quaternion,center);
581
    }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
/**
585
 * Shears the Object.
586
 *
587
 * @param shear   The 3-tuple of shear factors. The first controls level
588
 *                of shearing in the X-axis, second - Y-axis and the third -
589
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
590
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
591
 * @param center  Center of shearing, i.e. the point which stays unmoved.
592
 * @return        ID of the effect added, or -1 if we failed to add one.
593
 */
594
  public long shear(Data3D shear, Data3D center)
595
    {
596
    return mM.add(EffectNames.SHEAR, shear, center);
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
// Fragment-based effects  
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602
/**
603
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
604
 *        
605
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
606
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
607
 *               Valid range: <0,1>
608
 * @param color  Color to mix. (1,0,0) is RED.
609
 * @param region Region this Effect is limited to.
610
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
611
 * @return       ID of the effect added, or -1 if we failed to add one.
612
 */
613
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
614
    {
615
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
616
    }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619
/**
620
 * Makes the whole Object smoothly change all three of its RGB components.
621
 *
622
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
623
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
624
 *               Valid range: <0,1>
625
 * @param color  Color to mix. (1,0,0) is RED.
626
 * @return       ID of the effect added, or -1 if we failed to add one.
627
 */
628
  public long chroma(Data1D blend, Data3D color)
629
    {
630
    return mF.add(EffectNames.CHROMA, blend, color);
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634
/**
635
 * Makes a certain sub-region of the Object smoothly change its transparency level.
636
 *        
637
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
638
 *               moment: pixel.a *= alpha.
639
 *               Valid range: <0,1>
640
 * @param region Region this Effect is limited to. 
641
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
642
 * @return       ID of the effect added, or -1 if we failed to add one. 
643
 */
644
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
645
    {
646
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650
/**
651
 * Makes the whole Object smoothly change its transparency level.
652
 *
653
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
654
 *               given moment: pixel.a *= alpha.
655
 *               Valid range: <0,1>
656
 * @return       ID of the effect added, or -1 if we failed to add one.
657
 */
658
  public long alpha(Data1D alpha)
659
    {
660
    return mF.add(EffectNames.ALPHA, alpha);
661
    }
662

    
663
///////////////////////////////////////////////////////////////////////////////////////////////////
664
/**
665
 * Makes a certain sub-region of the Object smoothly change its brightness level.
666
 *        
667
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
668
 *                   at any given moment. Valid range: <0,infinity)
669
 * @param region     Region this Effect is limited to.
670
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
671
 * @return           ID of the effect added, or -1 if we failed to add one.
672
 */
673
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
674
    {
675
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
676
    }
677

    
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Makes the whole Object smoothly change its brightness level.
681
 *
682
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
683
 *                   at any given moment. Valid range: <0,infinity)
684
 * @return           ID of the effect added, or -1 if we failed to add one.
685
 */
686
  public long brightness(Data1D brightness)
687
    {
688
    return mF.add(EffectNames.BRIGHTNESS, brightness);
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Makes a certain sub-region of the Object smoothly change its contrast level.
694
 *        
695
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
696
 *                 at any given moment. Valid range: <0,infinity)
697
 * @param region   Region this Effect is limited to.
698
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
699
 * @return         ID of the effect added, or -1 if we failed to add one.
700
 */
701
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
702
    {
703
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Makes the whole Object smoothly change its contrast level.
709
 *
710
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
711
 *                 at any given moment. Valid range: <0,infinity)
712
 * @return         ID of the effect added, or -1 if we failed to add one.
713
 */
714
  public long contrast(Data1D contrast)
715
    {
716
    return mF.add(EffectNames.CONTRAST, contrast);
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
/**
721
 * Makes a certain sub-region of the Object smoothly change its saturation level.
722
 *        
723
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
724
 *                   at any given moment. Valid range: <0,infinity)
725
 * @param region     Region this Effect is limited to.
726
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
727
 * @return           ID of the effect added, or -1 if we failed to add one.
728
 */
729
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
730
    {
731
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
732
    }
733

    
734
///////////////////////////////////////////////////////////////////////////////////////////////////
735
/**
736
 * Makes the whole Object smoothly change its saturation level.
737
 *
738
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
739
 *                   at any given moment. Valid range: <0,infinity)
740
 * @return           ID of the effect added, or -1 if we failed to add one.
741
 */
742
  public long saturation(Data1D saturation)
743
    {
744
    return mF.add(EffectNames.SATURATION, saturation);
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748
// Vertex-based effects  
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
752
 *
753
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
754
 *               currently being dragged with.
755
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
756
 * @param region Region that masks the Effect.
757
 * @return       ID of the effect added, or -1 if we failed to add one.
758
 */
759
  public long distort(Data3D vector, Data3D center, Data4D region)
760
    {  
761
    return mV.add(EffectNames.DISTORT, vector, center, region);
762
    }
763

    
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
/**
766
 * Distort the whole Object by a (possibly changing in time) vector of force.
767
 *
768
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
769
 *               currently being dragged with.
770
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
771
 * @return       ID of the effect added, or -1 if we failed to add one.
772
 */
773
  public long distort(Data3D vector, Data3D center)
774
    {
775
    return mV.add(EffectNames.DISTORT, vector, center, null);
776
    }
777

    
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779
/**
780
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
781
 * a (possibly changing in time) point on the Object.
782
 *
783
 * @param vector Vector of force that deforms the shape of the whole Object.
784
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
785
 * @param region Region that masks the Effect.
786
 * @return       ID of the effect added, or -1 if we failed to add one.
787
 */
788
  public long deform(Data3D vector, Data3D center, Data4D region)
789
    {
790
    return mV.add(EffectNames.DEFORM, vector, center, region);
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794
/**
795
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
796
 * a (possibly changing in time) point on the Object.
797
 *     
798
 * @param vector Vector of force that deforms the shape of the whole Object.
799
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
800
 * @return       ID of the effect added, or -1 if we failed to add one.
801
 */
802
  public long deform(Data3D vector, Data3D center)
803
    {  
804
    return mV.add(EffectNames.DEFORM, vector, center, null);
805
    }
806

    
807
///////////////////////////////////////////////////////////////////////////////////////////////////  
808
/**
809
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
810
 * away from the center (degree<=1)
811
 *
812
 * @param sink   The current degree of the Effect.
813
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
814
 * @param region Region that masks the Effect.
815
 * @return       ID of the effect added, or -1 if we failed to add one.
816
 */
817
  public long sink(Data1D sink, Data3D center, Data4D region)
818
    {
819
    return mV.add(EffectNames.SINK, sink, center, region);
820
    }
821

    
822
///////////////////////////////////////////////////////////////////////////////////////////////////
823
/**
824
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
825
 * away from the center (degree<=1)
826
 *
827
 * @param sink   The current degree of the Effect.
828
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
829
 * @return       ID of the effect added, or -1 if we failed to add one.
830
 */
831
  public long sink(Data1D sink, Data3D center)
832
    {
833
    return mV.add(EffectNames.SINK, sink, center);
834
    }
835

    
836
///////////////////////////////////////////////////////////////////////////////////////////////////
837
/**
838
 * Pull all points around the center of the Effect towards a line passing through the center
839
 * (that's if degree>=1) or push them away from the line (degree<=1)
840
 *
841
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
842
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
843
 * @param region Region that masks the Effect.
844
 * @return       ID of the effect added, or -1 if we failed to add one.
845
 */
846
  public long pinch(Data2D pinch, Data3D center, Data4D region)
847
    {
848
    return mV.add(EffectNames.PINCH, pinch, center, region);
849
    }
850

    
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * Pull all points around the center of the Effect towards a line passing through the center
854
 * (that's if degree>=1) or push them away from the line (degree<=1)
855
 *
856
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
857
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
858
 * @return       ID of the effect added, or -1 if we failed to add one.
859
 */
860
  public long pinch(Data2D pinch, Data3D center)
861
    {
862
    return mV.add(EffectNames.PINCH, pinch, center);
863
    }
864

    
865
///////////////////////////////////////////////////////////////////////////////////////////////////  
866
/**
867
 * Rotate part of the Object around the Center of the Effect by a certain angle.
868
 *
869
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
870
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
871
 * @param region Region that masks the Effect.
872
 * @return       ID of the effect added, or -1 if we failed to add one.
873
 */
874
  public long swirl(Data1D swirl, Data3D center, Data4D region)
875
    {    
876
    return mV.add(EffectNames.SWIRL, swirl, center, region);
877
    }
878

    
879
///////////////////////////////////////////////////////////////////////////////////////////////////
880
/**
881
 * Rotate the whole Object around the Center of the Effect by a certain angle.
882
 *
883
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
884
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
885
 * @return       ID of the effect added, or -1 if we failed to add one.
886
 */
887
  public long swirl(Data1D swirl, Data3D center)
888
    {
889
    return mV.add(EffectNames.SWIRL, swirl, center);
890
    }
891

    
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
/**
894
 * Directional, sinusoidal wave effect.
895
 *
896
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
897
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
898
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
899
 *               describe the 'direction' of the wave.
900
 *               <p>
901
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
902
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
903
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
904
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
905
 *               <p>
906
 *               <p>
907
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
908
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
909
 *               will be sine shapes.
910
 *               <p>
911
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
912
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
913
 *               YZ-plane with be sine shapes.
914
 *               <p>
915
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
916
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
917
 *               value if sin at this point.
918
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
919
 * @return       ID of the effect added, or -1 if we failed to add one.
920
 */
921
  public long wave(Data5D wave, Data3D center)
922
    {
923
    return mV.add(EffectNames.WAVE, wave, center, null);
924
    }
925

    
926
///////////////////////////////////////////////////////////////////////////////////////////////////
927
/**
928
 * Directional, sinusoidal wave effect.
929
 *
930
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
931
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
932
 * @param region Region that masks the Effect.
933
 * @return       ID of the effect added, or -1 if we failed to add one.
934
 */
935
  public long wave(Data5D wave, Data3D center, Data4D region)
936
    {
937
    return mV.add(EffectNames.WAVE, wave, center, region);
938
    }
939

    
940
///////////////////////////////////////////////////////////////////////////////////////////////////
941
// Postprocess-based effects
942
///////////////////////////////////////////////////////////////////////////////////////////////////
943
/**
944
 * Blur the object.
945
 *
946
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
947
 *               take into account 10 pixels in each direction.
948
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
949
 * @return ID of the effect added, or -1 if we failed to add one.
950
 */
951
  public long blur(Data1D radius, Data2D center)
952
    {
953
    return mP.add(EffectNames.BLUR, radius, center);
954
    }
955
  }
(2-2/16)