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library / src / main / java / org / distorted / library / DistortedEffects.java @ 9cd1f9b3

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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.Buffer;
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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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  /// 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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    String[] feedback = { "v_Position" };
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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback);
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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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270
    mDebugProgram.useProgram();
271
    surface.setAsOutput(currTime);
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273
    Matrix.setIdentityM( mTmpMatrix, 0);
274
    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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    GLES30.glUniform2f(mDebugObjDH, 2*halfX, 2*halfY);
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    GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0);
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282
    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
283
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
284
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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288
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
289
    {
290
    mM.compute(currTime);
291
    mV.compute(currTime);
292
    mF.compute(currTime);
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294
    float halfZ = halfW*mesh.zFactor;
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296
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
297

    
298
    mMainProgram.useProgram();
299
    GLES30.glUniform1i(mMainTextureH, 0);
300
    surface.setAsOutput(currTime);
301
    mM.send(surface,halfW,halfH,halfZ);
302
    mM.send(surface,halfW,halfH,halfZ);
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    mV.send(halfW,halfH,halfZ);
304
    mF.send(halfW,halfH);
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306
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mNorVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, 0);
310
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mTexVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, 0);
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    //GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mPosTBO[0]);
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//    GLES30.glBeginTransformFeedback(GLES30.GL_TRIANGLES);
316
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
317
  //  GLES30.glEndTransformFeedback();
318
  //  GLES30.glFlush();
319

    
320
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
321
/*
322
int len = mesh.dataLength*MeshObject.BYTES_PER_FLOAT*MeshObject.POSITION_DATA_SIZE;
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324
Buffer mappedBuffer =  GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, len, GLES30.GL_MAP_READ_BIT);
325
FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer();
326
FloatBuffer bb = mesh.mMeshPositions;
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328
String msgB = "BEFORE: ", msgA = "AFTER : ";
329
for(int d=0; d<mesh.dataLength; d++)
330
  {
331
  msgB+="("+(2*halfW*bb.get(3*d+0))+","+(2*halfH*bb.get(3*d+1))+","+(2*halfZ*bb.get(3*d+2))+")";
332
  msgA+="("+fb.get(3*d+0)+","+fb.get(3*d+1)+","+fb.get(3*d+2)+")";
333
  }
334
android.util.Log.d( "Feedback", msgB);
335
android.util.Log.d( "Feedback", msgA);
336

    
337
    /// DEBUG ONLY //////
338
    // displayBoundingRect(halfW, halfH, halfZ, surface, mM.getMVP(), fb, currTime );
339
    /// END DEBUG ///////
340

    
341
GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
342
*/
343
    }
344

    
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346
   
347
  static void blitPriv(DistortedOutputSurface surface)
348
    {
349
    mBlitProgram.useProgram();
350

    
351
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
352
    GLES30.glUniform1i(mBlitTextureH, 0);
353
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
354
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
355
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
356
    }
357
    
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
   
360
  private void releasePriv()
361
    {
362
    if( !matrixCloned     ) mM.abortAll(false);
363
    if( !vertexCloned     ) mV.abortAll(false);
364
    if( !fragmentCloned   ) mF.abortAll(false);
365

    
366
    mM = null;
367
    mV = null;
368
    mF = null;
369
    }
370

    
371
///////////////////////////////////////////////////////////////////////////////////////////////////
372

    
373
  static void onDestroy()
374
    {
375
    mNextID = 0;
376

    
377
    int len = EffectNames.size();
378

    
379
    for(int i=0; i<len; i++)
380
      {
381
      mEffectEnabled[i] = false;
382
      }
383
    }
384

    
385
///////////////////////////////////////////////////////////////////////////////////////////////////
386
// PUBLIC API
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388
/**
389
 * Create empty effect queue.
390
 */
391
  public DistortedEffects()
392
    {
393
    mID = ++mNextID;
394
    initializeEffectLists(this,0);
395
    }
396

    
397
///////////////////////////////////////////////////////////////////////////////////////////////////
398
/**
399
 * Copy constructor.
400
 * <p>
401
 * Whatever we do not clone gets created just like in the default constructor.
402
 *
403
 * @param dc    Source object to create our object from
404
 * @param flags A bitmask of values specifying what to copy.
405
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
406
 */
407
  public DistortedEffects(DistortedEffects dc, int flags)
408
    {
409
    mID = ++mNextID;
410
    initializeEffectLists(dc,flags);
411
    }
412

    
413
///////////////////////////////////////////////////////////////////////////////////////////////////
414
/**
415
 * Releases all resources. After this call, the queue should not be used anymore.
416
 */
417
  @SuppressWarnings("unused")
418
  public synchronized void delete()
419
    {
420
    releasePriv();
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
/**
425
 * Returns unique ID of this instance.
426
 *
427
 * @return ID of the object.
428
 */
429
  public long getID()
430
      {
431
      return mID;
432
      }
433

    
434
///////////////////////////////////////////////////////////////////////////////////////////////////
435
/**
436
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
437
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
438
 * 
439
 * @param el A class implementing the EffectListener interface that wants to get notifications.
440
 */
441
  @SuppressWarnings("unused")
442
  public void registerForMessages(EffectListener el)
443
    {
444
    mV.registerForMessages(el);
445
    mF.registerForMessages(el);
446
    mM.registerForMessages(el);
447
    }
448

    
449
///////////////////////////////////////////////////////////////////////////////////////////////////
450
/**
451
 * Removes the calling class from the list of Listeners.
452
 * 
453
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
454
 */
455
  @SuppressWarnings("unused")
456
  public void deregisterForMessages(EffectListener el)
457
    {
458
    mV.deregisterForMessages(el);
459
    mF.deregisterForMessages(el);
460
    mM.deregisterForMessages(el);
461
    }
462

    
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465
 * Aborts all Effects.
466
 * @return Number of effects aborted.
467
 */
468
  public int abortAllEffects()
469
    {
470
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
471
    }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474
/**
475
 * Aborts all Effects of a given type, for example all MATRIX Effects.
476
 * 
477
 * @param type one of the constants defined in {@link EffectTypes}
478
 * @return Number of effects aborted.
479
 */
480
  public int abortEffects(EffectTypes type)
481
    {
482
    switch(type)
483
      {
484
      case MATRIX     : return mM.abortAll(true);
485
      case VERTEX     : return mV.abortAll(true);
486
      case FRAGMENT   : return mF.abortAll(true);
487
      default         : return 0;
488
      }
489
    }
490
    
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492
/**
493
 * Aborts a single Effect.
494
 * 
495
 * @param id ID of the Effect we want to abort.
496
 * @return number of Effects aborted. Always either 0 or 1.
497
 */
498
  public int abortEffect(long id)
499
    {
500
    int type = (int)(id&EffectTypes.MASK);
501

    
502
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
503
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
504
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
505

    
506
    return 0;
507
    }
508

    
509
///////////////////////////////////////////////////////////////////////////////////////////////////
510
/**
511
 * Abort all Effects of a given name, for example all rotations.
512
 * 
513
 * @param name one of the constants defined in {@link EffectNames}
514
 * @return number of Effects aborted.
515
 */
516
  public int abortEffects(EffectNames name)
517
    {
518
    switch(name.getType())
519
      {
520
      case MATRIX     : return mM.removeByType(name);
521
      case VERTEX     : return mV.removeByType(name);
522
      case FRAGMENT   : return mF.removeByType(name);
523
      default         : return 0;
524
      }
525
    }
526
    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
/**
529
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
530
 * 
531
 * @param id Effect ID we want to print info about
532
 * @return <code>true</code> if a single Effect of type effectType has been found.
533
 */
534
  @SuppressWarnings("unused")
535
  public boolean printEffect(long id)
536
    {
537
    int type = (int)(id&EffectTypes.MASK);
538

    
539
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
540
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
541
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
542

    
543
    return false;
544
    }
545

    
546
///////////////////////////////////////////////////////////////////////////////////////////////////
547
/**
548
 * Enables a given Effect.
549
 * <p>
550
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
551
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
552
 * The point: by enabling only the effects we need, we can optimize the shaders.
553
 *
554
 * @param name Name of the Effect to enable.
555
 */
556
  public static void enableEffect(EffectNames name)
557
    {
558
    mEffectEnabled[name.ordinal()] = true;
559
    }
560

    
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562
/**
563
 * Returns the maximum number of Matrix effects.
564
 *
565
 * @return The maximum number of Matrix effects
566
 */
567
  @SuppressWarnings("unused")
568
  public static int getMaxMatrix()
569
    {
570
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
571
    }
572

    
573
///////////////////////////////////////////////////////////////////////////////////////////////////
574
/**
575
 * Returns the maximum number of Vertex effects.
576
 *
577
 * @return The maximum number of Vertex effects
578
 */
579
  @SuppressWarnings("unused")
580
  public static int getMaxVertex()
581
    {
582
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Returns the maximum number of Fragment effects.
588
 *
589
 * @return The maximum number of Fragment effects
590
 */
591
  @SuppressWarnings("unused")
592
  public static int getMaxFragment()
593
    {
594
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
595
    }
596

    
597
///////////////////////////////////////////////////////////////////////////////////////////////////
598
/**
599
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
600
 * This can fail if:
601
 * <ul>
602
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
603
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
604
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
605
 *     time only decreasing the value of 'max' is permitted.
606
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
607
 * </ul>
608
 *
609
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
610
 *            than Byte.MAX_VALUE
611
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
612
 */
613
  @SuppressWarnings("unused")
614
  public static boolean setMaxMatrix(int max)
615
    {
616
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
617
    }
618

    
619
///////////////////////////////////////////////////////////////////////////////////////////////////
620
/**
621
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
622
 * This can fail if:
623
 * <ul>
624
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
625
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
626
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
627
 *     time only decreasing the value of 'max' is permitted.
628
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
629
 * </ul>
630
 *
631
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
632
 *            than Byte.MAX_VALUE
633
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
634
 */
635
  @SuppressWarnings("unused")
636
  public static boolean setMaxVertex(int max)
637
    {
638
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
639
    }
640

    
641
///////////////////////////////////////////////////////////////////////////////////////////////////
642
/**
643
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
644
 * This can fail if:
645
 * <ul>
646
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
647
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
648
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
649
 *     time only decreasing the value of 'max' is permitted.
650
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
651
 * </ul>
652
 *
653
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
654
 *            than Byte.MAX_VALUE
655
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
656
 */
657
  @SuppressWarnings("unused")
658
  public static boolean setMaxFragment(int max)
659
    {
660
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
661
    }
662

    
663
///////////////////////////////////////////////////////////////////////////////////////////////////   
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665
// Individual effect functions.
666
///////////////////////////////////////////////////////////////////////////////////////////////////
667
// Matrix-based effects
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
/**
670
 * Moves the Object by a (possibly changing in time) vector.
671
 * 
672
 * @param vector 3-dimensional Data which at any given time will return a Static3D
673
 *               representing the current coordinates of the vector we want to move the Object with.
674
 * @return       ID of the effect added, or -1 if we failed to add one.
675
 */
676
  public long move(Data3D vector)
677
    {   
678
    return mM.add(EffectNames.MOVE,vector);
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682
/**
683
 * Scales the Object by (possibly changing in time) 3D scale factors.
684
 * 
685
 * @param scale 3-dimensional Data which at any given time returns a Static3D
686
 *              representing the current x- , y- and z- scale factors.
687
 * @return      ID of the effect added, or -1 if we failed to add one.
688
 */
689
  public long scale(Data3D scale)
690
    {   
691
    return mM.add(EffectNames.SCALE,scale);
692
    }
693

    
694
///////////////////////////////////////////////////////////////////////////////////////////////////
695
/**
696
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
697
 *
698
 * @param scale The factor to scale all 3 dimensions with.
699
 * @return      ID of the effect added, or -1 if we failed to add one.
700
 */
701
  public long scale(float scale)
702
    {
703
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Rotates the Object by 'angle' degrees around the center.
709
 * Static axis of rotation is given by the last parameter.
710
 *
711
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
712
 * @param axis   Axis of rotation
713
 * @param center Coordinates of the Point we are rotating around.
714
 * @return       ID of the effect added, or -1 if we failed to add one.
715
 */
716
  public long rotate(Data1D angle, Static3D axis, Data3D center )
717
    {   
718
    return mM.add(EffectNames.ROTATE, angle, axis, center);
719
    }
720

    
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Rotates the Object by 'angle' degrees around the center.
724
 * Here both angle and axis can dynamically change.
725
 *
726
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
727
 * @param center    Coordinates of the Point we are rotating around.
728
 * @return          ID of the effect added, or -1 if we failed to add one.
729
 */
730
  public long rotate(Data4D angleaxis, Data3D center)
731
    {
732
    return mM.add(EffectNames.ROTATE, angleaxis, center);
733
    }
734

    
735
///////////////////////////////////////////////////////////////////////////////////////////////////
736
/**
737
 * Rotates the Object by quaternion.
738
 *
739
 * @param quaternion The quaternion describing the rotation.
740
 * @param center     Coordinates of the Point we are rotating around.
741
 * @return           ID of the effect added, or -1 if we failed to add one.
742
 */
743
  public long quaternion(Data4D quaternion, Data3D center )
744
    {
745
    return mM.add(EffectNames.QUATERNION,quaternion,center);
746
    }
747

    
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749
/**
750
 * Shears the Object.
751
 *
752
 * @param shear   The 3-tuple of shear factors. The first controls level
753
 *                of shearing in the X-axis, second - Y-axis and the third -
754
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
755
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
756
 * @param center  Center of shearing, i.e. the point which stays unmoved.
757
 * @return        ID of the effect added, or -1 if we failed to add one.
758
 */
759
  public long shear(Data3D shear, Data3D center)
760
    {
761
    return mM.add(EffectNames.SHEAR, shear, center);
762
    }
763

    
764
///////////////////////////////////////////////////////////////////////////////////////////////////
765
// Fragment-based effects  
766
///////////////////////////////////////////////////////////////////////////////////////////////////
767
/**
768
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
769
 *        
770
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
771
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
772
 *               Valid range: <0,1>
773
 * @param color  Color to mix. (1,0,0) is RED.
774
 * @param region Region this Effect is limited to.
775
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
776
 * @return       ID of the effect added, or -1 if we failed to add one.
777
 */
778
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
779
    {
780
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
781
    }
782

    
783
///////////////////////////////////////////////////////////////////////////////////////////////////
784
/**
785
 * Makes the whole Object smoothly change all three of its RGB components.
786
 *
787
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
788
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
789
 *               Valid range: <0,1>
790
 * @param color  Color to mix. (1,0,0) is RED.
791
 * @return       ID of the effect added, or -1 if we failed to add one.
792
 */
793
  public long chroma(Data1D blend, Data3D color)
794
    {
795
    return mF.add(EffectNames.CHROMA, blend, color);
796
    }
797

    
798
///////////////////////////////////////////////////////////////////////////////////////////////////
799
/**
800
 * Makes a certain sub-region of the Object smoothly change its transparency level.
801
 *        
802
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
803
 *               moment: pixel.a *= alpha.
804
 *               Valid range: <0,1>
805
 * @param region Region this Effect is limited to. 
806
 * @param smooth If true, the level of 'alpha' 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 alpha(Data1D alpha, Data4D region, boolean smooth)
810
    {
811
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
812
    }
813

    
814
///////////////////////////////////////////////////////////////////////////////////////////////////
815
/**
816
 * Makes the whole Object smoothly change its transparency level.
817
 *
818
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
819
 *               given moment: pixel.a *= alpha.
820
 *               Valid range: <0,1>
821
 * @return       ID of the effect added, or -1 if we failed to add one.
822
 */
823
  public long alpha(Data1D alpha)
824
    {
825
    return mF.add(EffectNames.ALPHA, alpha);
826
    }
827

    
828
///////////////////////////////////////////////////////////////////////////////////////////////////
829
/**
830
 * Makes a certain sub-region of the Object smoothly change its brightness level.
831
 *        
832
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
833
 *                   at any given moment. Valid range: <0,infinity)
834
 * @param region     Region this Effect is limited to.
835
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
836
 * @return           ID of the effect added, or -1 if we failed to add one.
837
 */
838
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
839
    {
840
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
841
    }
842

    
843
///////////////////////////////////////////////////////////////////////////////////////////////////
844
/**
845
 * Makes the whole Object smoothly change its brightness level.
846
 *
847
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
848
 *                   at any given moment. Valid range: <0,infinity)
849
 * @return           ID of the effect added, or -1 if we failed to add one.
850
 */
851
  public long brightness(Data1D brightness)
852
    {
853
    return mF.add(EffectNames.BRIGHTNESS, brightness);
854
    }
855

    
856
///////////////////////////////////////////////////////////////////////////////////////////////////
857
/**
858
 * Makes a certain sub-region of the Object smoothly change its contrast level.
859
 *        
860
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
861
 *                 at any given moment. Valid range: <0,infinity)
862
 * @param region   Region this Effect is limited to.
863
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
864
 * @return         ID of the effect added, or -1 if we failed to add one.
865
 */
866
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
867
    {
868
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
869
    }
870

    
871
///////////////////////////////////////////////////////////////////////////////////////////////////
872
/**
873
 * Makes the whole Object smoothly change its contrast level.
874
 *
875
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
876
 *                 at any given moment. Valid range: <0,infinity)
877
 * @return         ID of the effect added, or -1 if we failed to add one.
878
 */
879
  public long contrast(Data1D contrast)
880
    {
881
    return mF.add(EffectNames.CONTRAST, contrast);
882
    }
883

    
884
///////////////////////////////////////////////////////////////////////////////////////////////////
885
/**
886
 * Makes a certain sub-region of the Object smoothly change its saturation level.
887
 *        
888
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
889
 *                   at any given moment. Valid range: <0,infinity)
890
 * @param region     Region this Effect is limited to.
891
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
892
 * @return           ID of the effect added, or -1 if we failed to add one.
893
 */
894
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
895
    {
896
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
897
    }
898

    
899
///////////////////////////////////////////////////////////////////////////////////////////////////
900
/**
901
 * Makes the whole Object smoothly change its saturation level.
902
 *
903
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
904
 *                   at any given moment. Valid range: <0,infinity)
905
 * @return           ID of the effect added, or -1 if we failed to add one.
906
 */
907
  public long saturation(Data1D saturation)
908
    {
909
    return mF.add(EffectNames.SATURATION, saturation);
910
    }
911

    
912
///////////////////////////////////////////////////////////////////////////////////////////////////
913
// Vertex-based effects  
914
///////////////////////////////////////////////////////////////////////////////////////////////////
915
/**
916
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
917
 *
918
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
919
 *               currently being dragged with.
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 distort(Data3D vector, Data3D center, Data4D region)
925
    {  
926
    return mV.add(EffectNames.DISTORT, vector, center, region);
927
    }
928

    
929
///////////////////////////////////////////////////////////////////////////////////////////////////
930
/**
931
 * Distort the whole Object by a (possibly changing in time) vector of force.
932
 *
933
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
934
 *               currently being dragged with.
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 distort(Data3D vector, Data3D center)
939
    {
940
    return mV.add(EffectNames.DISTORT, vector, center, null);
941
    }
942

    
943
///////////////////////////////////////////////////////////////////////////////////////////////////
944
/**
945
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
946
 * a (possibly changing in time) point on the Object.
947
 *
948
 * @param vector Vector of force that deforms the shape of the whole Object.
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 deform(Data3D vector, Data3D center, Data4D region)
954
    {
955
    return mV.add(EffectNames.DEFORM, vector, center, region);
956
    }
957

    
958
///////////////////////////////////////////////////////////////////////////////////////////////////
959
/**
960
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
961
 * a (possibly changing in time) point on the Object.
962
 *     
963
 * @param vector Vector of force that deforms the shape of the whole Object.
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 deform(Data3D vector, Data3D center)
968
    {  
969
    return mV.add(EffectNames.DEFORM, vector, center, null);
970
    }
971

    
972
///////////////////////////////////////////////////////////////////////////////////////////////////  
973
/**
974
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
975
 * away from the center (degree<=1)
976
 *
977
 * @param sink   The current degree of the Effect.
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 sink(Data1D sink, Data3D center, Data4D region)
983
    {
984
    return mV.add(EffectNames.SINK, sink, center, region);
985
    }
986

    
987
///////////////////////////////////////////////////////////////////////////////////////////////////
988
/**
989
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
990
 * away from the center (degree<=1)
991
 *
992
 * @param sink   The current degree of the Effect.
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 sink(Data1D sink, Data3D center)
997
    {
998
    return mV.add(EffectNames.SINK, sink, center);
999
    }
1000

    
1001
///////////////////////////////////////////////////////////////////////////////////////////////////
1002
/**
1003
 * Pull all points around the center of the Effect towards a line passing through the center
1004
 * (that's if degree>=1) or push them away from the line (degree<=1)
1005
 *
1006
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1007
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1008
 * @param region Region that masks the Effect.
1009
 * @return       ID of the effect added, or -1 if we failed to add one.
1010
 */
1011
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1012
    {
1013
    return mV.add(EffectNames.PINCH, pinch, center, region);
1014
    }
1015

    
1016
///////////////////////////////////////////////////////////////////////////////////////////////////
1017
/**
1018
 * Pull all points around the center of the Effect towards a line passing through the center
1019
 * (that's if degree>=1) or push them away from the line (degree<=1)
1020
 *
1021
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1022
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1023
 * @return       ID of the effect added, or -1 if we failed to add one.
1024
 */
1025
  public long pinch(Data2D pinch, Data3D center)
1026
    {
1027
    return mV.add(EffectNames.PINCH, pinch, center);
1028
    }
1029

    
1030
///////////////////////////////////////////////////////////////////////////////////////////////////  
1031
/**
1032
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1033
 *
1034
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1035
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1036
 * @param region Region that masks the Effect.
1037
 * @return       ID of the effect added, or -1 if we failed to add one.
1038
 */
1039
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1040
    {    
1041
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1042
    }
1043

    
1044
///////////////////////////////////////////////////////////////////////////////////////////////////
1045
/**
1046
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1047
 *
1048
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1049
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1050
 * @return       ID of the effect added, or -1 if we failed to add one.
1051
 */
1052
  public long swirl(Data1D swirl, Data3D center)
1053
    {
1054
    return mV.add(EffectNames.SWIRL, swirl, center);
1055
    }
1056

    
1057
///////////////////////////////////////////////////////////////////////////////////////////////////
1058
/**
1059
 * Directional, sinusoidal wave effect.
1060
 *
1061
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1062
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1063
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1064
 *               describe the 'direction' of the wave.
1065
 *               <p>
1066
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1067
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1068
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1069
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1070
 *               <p>
1071
 *               <p>
1072
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1073
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1074
 *               will be sine shapes.
1075
 *               <p>
1076
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1077
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1078
 *               YZ-plane with be sine shapes.
1079
 *               <p>
1080
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1081
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1082
 *               value if sin at this point.
1083
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1084
 * @return       ID of the effect added, or -1 if we failed to add one.
1085
 */
1086
  public long wave(Data5D wave, Data3D center)
1087
    {
1088
    return mV.add(EffectNames.WAVE, wave, center, null);
1089
    }
1090

    
1091
///////////////////////////////////////////////////////////////////////////////////////////////////
1092
/**
1093
 * Directional, sinusoidal wave effect.
1094
 *
1095
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1096
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1097
 * @param region Region that masks the Effect.
1098
 * @return       ID of the effect added, or -1 if we failed to add one.
1099
 */
1100
  public long wave(Data5D wave, Data3D center, Data4D region)
1101
    {
1102
    return mV.add(EffectNames.WAVE, wave, center, region);
1103
    }
1104
  }
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