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Revision 8c893ffc

Added by Leszek Koltunski over 8 years ago

Further reduce the distortedObject's API - now only 26 methods, 1/4 of the 104 before the reorganization.

View differences:

src/main/java/org/distorted/library/Distorted.java
353 353
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
354 354
    GLES20.glEnable(GLES20.GL_BLEND);
355 355
    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
356
    
356

  
357 357
    mTextureUniformH = GLES20.glGetUniformLocation(mProgramH, "u_Texture");
358 358
    
359 359
    mPositionH       = GLES20.glGetAttribLocation( mProgramH, "a_Position");
src/main/java/org/distorted/library/DistortedObject.java
587 587
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
588 588
 * @return       ID of the effect added, or -1 if we failed to add one.
589 589
 */
590
  public long chroma(Data1D blend, Static3D color, Data4D region, boolean smooth)
590
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
591 591
    {
592 592
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
593 593
    }
......
601 601
 * @param color  Color to mix. (1,0,0) is RED.
602 602
 * @return       ID of the effect added, or -1 if we failed to add one.
603 603
 */
604
  public long chroma(Data1D blend, Static3D color)
604
  public long chroma(Data1D blend, Data3D color)
605 605
    {
606 606
    return mF.add(EffectNames.CHROMA, blend, color);
607 607
    }
608 608

  
609
///////////////////////////////////////////////////////////////////////////////////////////////////  
610
/**
611
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
612
 *        
613
 * @param blendcolor  4-dimensional Data returning the 4-tuple (blend,R,G,B).
614
 *                    Level of blend a given pixel will be mixed with the next parameter 'color':
615
 *                    pixel = (1-t)*pixel + t*color
616
 * @param region Region this Effect is limited to.
617
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
618
 * @return       ID of the effect added, or -1 if we failed to add one.
619
 */
620
  public long chroma(Data4D blendcolor, Data4D region, boolean smooth )
621
    {
622
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blendcolor, region );
623
    }
624

  
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626
/**
627
 * Makes the whole Object smoothly change all three of its RGB components.
628
 *
629
 * @param blendcolor  4-dimensional Data returning the 4-tuple (blend,R,G,B).
630
 *                    Level of blend a given pixel will be mixed with the next parameter 'color':
631
 *                    pixel = (1-t)*pixel + t*color
632
 * @return       ID of the effect added, or -1 if we failed to add one. 
633
 */
634
  public long chroma(Data4D blendcolor)
635
    {
636
    return mF.add(EffectNames.CHROMA, blendcolor);
637
    }
638

  
639 609
///////////////////////////////////////////////////////////////////////////////////////////////////
640 610
/**
641 611
 * Makes a certain sub-region of the Object smoothly change its transparency level.
src/main/java/org/distorted/library/EffectQueueFragment.java
23 23

  
24 24
import org.distorted.library.message.EffectMessage;
25 25
import org.distorted.library.type.Data1D;
26
import org.distorted.library.type.Data3D;
26 27
import org.distorted.library.type.Data4D;
27 28
import org.distorted.library.type.Dynamic1D;
29
import org.distorted.library.type.Dynamic3D;
28 30
import org.distorted.library.type.Dynamic4D;
29 31
import org.distorted.library.type.Static1D;
30 32
import org.distorted.library.type.Static3D;
......
90 92
          }
91 93
        }
92 94

  
93
      if( mInter[1][i]!=null ) mInter[1][i].interpolateMain(mBuf, 4*i, mCurrentDuration[i]);
95
      if( mInter[1][i]!=null ) mInter[1][i].interpolateMain(     mBuf,            4*i  , mCurrentDuration[i]);
96

  
97
      if( mInter[2][i]!=null ) mInter[2][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+1, mCurrentDuration[i]);
94 98

  
95 99
      mCurrentDuration[i] += step;
96 100
      }
......
187 191
      mBuf[4*mNumEffects+2] = 1000*mObjHalfX;
188 192
      mBuf[4*mNumEffects+3] = 1000*mObjHalfY;
189 193

  
194
      mInter[2][mNumEffects] = null;
195

  
190 196
      return addBase(eln); 
191 197
      }
192 198
      
......
223 229
        }
224 230
      else return -1;
225 231

  
232
      mInter[2][mNumEffects] = null;
233

  
226 234
      return addBase(eln);
227 235
      }
228 236
      
......
232 240
///////////////////////////////////////////////////////////////////////////////////////////////////
233 241
// chroma
234 242

  
235
  synchronized long add(EffectNames eln, Data1D level, Static3D color, Data4D region)
243
  synchronized long add(EffectNames eln, Data1D level, Data3D color, Data4D region)
236 244
    {
237 245
    if( mMax[INDEX]>mNumEffects )
238 246
      {
......
247 255
        }
248 256
      else return -1;
249 257

  
250
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = color.getX();
251
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = color.getY();
252
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = color.getZ();
258
      if( color instanceof Dynamic3D)
259
        {
260
        mInter[2][mNumEffects] = (Dynamic3D)color;
261
        }
262
      else if( color instanceof Static3D )
263
        {
264
        mInter[2][mNumEffects] = null;
265
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)color).getX();
266
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)color).getY();
267
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static3D)color).getZ();
268
        }
269
      else return -1;
253 270

  
254 271
      if( region instanceof Dynamic4D)
255 272
        mInter[1][mNumEffects] = (Dynamic4D)region;
......
272 289
///////////////////////////////////////////////////////////////////////////////////////////////////
273 290
// chroma
274 291

  
275
  synchronized long add(EffectNames eln, Data1D level, Static3D color)
292
  synchronized long add(EffectNames eln, Data1D level, Data3D color)
276 293
    {
277 294
    if( mMax[INDEX]>mNumEffects )
278 295
      {
......
287 304
        }
288 305
      else return -1;
289 306

  
290
      mUniforms[NUM_UNIFORMS*mNumEffects+1] = color.getX();
291
      mUniforms[NUM_UNIFORMS*mNumEffects+2] = color.getY();
292
      mUniforms[NUM_UNIFORMS*mNumEffects+3] = color.getZ();
293

  
294
      mInter[1][mNumEffects]  = null;          //
295
      mBuf[4*mNumEffects+2] = 1000*mObjHalfX;  // i.e. null region
296
      mBuf[4*mNumEffects+3] = 1000*mObjHalfY;  //
297

  
298
      return addBase(eln);
299
      }
300
       
301
    return -1;
302
    }
303
  
304
///////////////////////////////////////////////////////////////////////////////////////////////////
305
// chroma
306

  
307
  synchronized long add(EffectNames eln, Data4D chroma, Data4D region)
308
    {
309
    if( mMax[INDEX]>mNumEffects )
310
      {
311
      EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
312

  
313
      if( chroma instanceof Dynamic4D)
314
        mInter[0][mNumEffects] = (Dynamic4D)chroma;
315
      else if( chroma instanceof Static4D )
307
      if( color instanceof Dynamic3D)
316 308
        {
317
        mInter[0][mNumEffects] = null;
318
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static4D)chroma).getX();
319
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static4D)chroma).getY();
320
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static4D)chroma).getZ();
321
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static4D)chroma).getW();
309
        mInter[2][mNumEffects] = (Dynamic3D)color;
322 310
        }
323
      else return -1;
324

  
325
      if( region instanceof Dynamic4D)
326
        mInter[1][mNumEffects] = (Dynamic4D)region;
327
      else if( region instanceof Static4D )
328
        {
329
        mInter[1][mNumEffects]  = null;
330
        mBuf[4*mNumEffects  ] = ((Static4D)region).getX();
331
        mBuf[4*mNumEffects+1] = ((Static4D)region).getY();
332
        mBuf[4*mNumEffects+2] = ((Static4D)region).getZ();
333
        mBuf[4*mNumEffects+3] = ((Static4D)region).getW();
334
        }
335
      else return -1;
336

  
337
      return addBase(eln); 
338
      }
339
      
340
    return -1;
341
    }
342
  
343
///////////////////////////////////////////////////////////////////////////////////////////////////
344
// chroma
345

  
346
  synchronized long add(EffectNames eln, Data4D chroma)
347
    {
348
    if( mMax[INDEX]>mNumEffects )
349
      {
350
      EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
351

  
352
      if( chroma instanceof Dynamic4D)
353
        mInter[0][mNumEffects] = (Dynamic4D)chroma;
354
      else if( chroma instanceof Static4D )
311
      else if( color instanceof Static3D )
355 312
        {
356
        mInter[0][mNumEffects] = null;
357
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static4D)chroma).getX();
358
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static4D)chroma).getY();
359
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static4D)chroma).getZ();
360
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static4D)chroma).getW();
313
        mInter[2][mNumEffects] = null;
314
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)color).getX();
315
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)color).getY();
316
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static3D)color).getZ();
361 317
        }
362 318
      else return -1;
363 319

  
......
367 323

  
368 324
      return addBase(eln);
369 325
      }
370
      
326
       
371 327
    return -1;
372 328
    }
373
    
329

  
374 330
///////////////////////////////////////////////////////////////////////////////////////////////////
375 331
// end of FragmentEffect   
376 332
  }
src/main/java/org/distorted/library/type/Dynamic.java
73 73
  protected int mVecCurr;    
74 74
  protected boolean cacheDirty; // VectorCache not up to date
75 75
  protected int mMode;          // LOOP, PATH or JUMP
76
  protected long mDuration;     // number of miliseconds it takes to do a full loop/path from first vector to the last and back to the first 
76
  protected long mDuration;     // number of milliseconds it takes to do a full loop/path from first vector to the last and back to the first
77 77
  protected float mCount;       // number of loops/paths we will do; mCount = 1.5 means we go from the first vector to the last, back to first, and to the last again. 
78 78
  protected float mNoise;       // how 'smooth' our path form each vector to the next is. mNoise = 0.0 (min) --> completely smooth; mNoise==1.0 (max) --> very uneven
79 79
  
......
83 83
  Dynamic()
84 84
    {
85 85
    }
86
  
86

  
87 87
///////////////////////////////////////////////////////////////////////////////////////////////////
88 88
  
89 89
  public void interpolateMain(float[] buffer, int offset, long currentDuration)
......
145 145
///////////////////////////////////////////////////////////////////////////////////////////////////
146 146
// PUBLIC API
147 147
///////////////////////////////////////////////////////////////////////////////////////////////////
148

  
148 149
/**
149 150
 * Sets the mode of the interpolation to Loop, Path or Jump.
150 151
 * <ul>
src/main/java/org/distorted/library/type/Dynamic1D.java
212 212
 */
213 213
  public Dynamic1D()
214 214
    {
215
    vv = new Vector<Static1D>();
216
    vc = new Vector<VectorCache>();
215
    vv = new Vector<>();
216
    vc = new Vector<>();
217 217
    vn = null;
218 218
    numPoints = 0;
219 219
    cacheDirty = false;
......
221 221
    mDuration = 0;
222 222
    mCount = 0.5f;
223 223
    }
224
  
224

  
225
///////////////////////////////////////////////////////////////////////////////////////////////////
226

  
227
/**
228
 * Default constructor.
229
 *
230
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
231
 *                 last and back to the first
232
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
233
 *                 to the last, back to first, and to the last again.
234
 */
235
  public Dynamic1D(int duration, float count)
236
    {
237
    vv = new Vector<>();
238
    vc = new Vector<>();
239
    vn = null;
240
    numPoints = 0;
241
    cacheDirty = false;
242
    mMode = MODE_LOOP;
243
    mDuration = duration;
244
    mCount = count;
245
    }
246

  
225 247
///////////////////////////////////////////////////////////////////////////////////////////////////
226 248
/**
227 249
 * Returns the location'th Static1D.
src/main/java/org/distorted/library/type/Dynamic2D.java
239 239
 */
240 240
  public Dynamic2D()
241 241
    {
242
    vv = new Vector<Static2D>();
243
    vc = new Vector<VectorCache>();
242
    vv = new Vector<>();
243
    vc = new Vector<>();
244 244
    vn = null;
245 245
    numPoints = 0;
246 246
    cacheDirty = false;
......
249 249
    mCount = 0.5f;
250 250
    mNoise = 0.0f;
251 251
    }
252
  
252

  
253
///////////////////////////////////////////////////////////////////////////////////////////////////
254

  
255
/**
256
 * Default constructor.
257
 *
258
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
259
 *                 last and back to the first
260
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
261
 *                 to the last, back to first, and to the last again.
262
 */
263
  public Dynamic2D(int duration, float count)
264
    {
265
    vv = new Vector<>();
266
    vc = new Vector<>();
267
    vn = null;
268
    numPoints = 0;
269
    cacheDirty = false;
270
    mMode = MODE_LOOP;
271
    mDuration = duration;
272
    mCount = count;
273
    }
274

  
253 275
///////////////////////////////////////////////////////////////////////////////////////////////////
254 276
/**
255 277
 * Returns the location'th Static2D.
src/main/java/org/distorted/library/type/Dynamic3D.java
350 350
 */
351 351
  public Dynamic3D()
352 352
    {
353
    vv = new Vector<Static3D>();
354
    vc = new Vector<VectorCache>();
353
    vv = new Vector<>();
354
    vc = new Vector<>();
355 355
    vn = null;
356 356
    numPoints = 0;
357 357
    cacheDirty = false;
......
360 360
    mCount = 0.5f;
361 361
    mNoise = 0.0f;
362 362
    }
363
  
363

  
364
///////////////////////////////////////////////////////////////////////////////////////////////////
365

  
366
/**
367
 * Default constructor.
368
 *
369
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
370
 *                 last and back to the first
371
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
372
 *                 to the last, back to first, and to the last again.
373
 */
374
  public Dynamic3D(int duration, float count)
375
    {
376
    vv = new Vector<>();
377
    vc = new Vector<>();
378
    vn = null;
379
    numPoints = 0;
380
    cacheDirty = false;
381
    mMode = MODE_LOOP;
382
    mDuration = duration;
383
    mCount = count;
384
    }
385

  
364 386
///////////////////////////////////////////////////////////////////////////////////////////////////
365 387
/**
366 388
 * Returns the location'th Static3D.
src/main/java/org/distorted/library/type/Dynamic4D.java
446 446
 */
447 447
  public Dynamic4D()
448 448
    {
449
    vv = new Vector<Static4D>();
450
    vc = new Vector<VectorCache>();
449
    vv = new Vector<>();
450
    vc = new Vector<>();
451 451
    vn = null;
452 452
    numPoints = 0;
453 453
    cacheDirty = false;
......
456 456
    mCount = 0.5f;
457 457
    mNoise = 0.0f;
458 458
    }
459
  
459

  
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461

  
462
/**
463
 * Default constructor.
464
 *
465
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
466
 *                 last and back to the first
467
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
468
 *                 to the last, back to first, and to the last again.
469
 */
470
  public Dynamic4D(int duration, float count)
471
    {
472
    vv = new Vector<>();
473
    vc = new Vector<>();
474
    vn = null;
475
    numPoints = 0;
476
    cacheDirty = false;
477
    mMode = MODE_LOOP;
478
    mDuration = duration;
479
    mCount = count;
480
    }
481

  
460 482
///////////////////////////////////////////////////////////////////////////////////////////////////
461 483
/**
462 484
 * Returns the location'th Static4D.
src/main/java/org/distorted/library/type/DynamicQuat.java
118 118
 */
119 119
  public DynamicQuat()
120 120
    {
121
    vv = new Vector<Static4D>();
122
    vc = new Vector<VectorCache>();
121
    vv = new Vector<>();
122
    vc = new Vector<>();
123 123
    numPoints = 0;
124 124
    cacheDirty = false;
125 125
    mMode = MODE_LOOP;
......
127 127
    mCount = 0.5f;
128 128
    mNoise = 0.0f;
129 129
    }
130
  
130

  
131
///////////////////////////////////////////////////////////////////////////////////////////////////
132

  
133
/**
134
 * Default constructor.
135
 *
136
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
137
 *                 last and back to the first
138
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
139
 *                 to the last, back to first, and to the last again.
140
 */
141
  public DynamicQuat(int duration, float count)
142
    {
143
    vv = new Vector<>();
144
    vc = new Vector<>();
145
    numPoints = 0;
146
    cacheDirty = false;
147
    mMode = MODE_LOOP;
148
    mDuration = duration;
149
    mCount = count;
150
    mNoise = 0.0f;
151
    }
152

  
131 153
///////////////////////////////////////////////////////////////////////////////////////////////////
132 154
/**
133 155
 * Returns the location'th Static4D.

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