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library / src / main / java / org / distorted / library / DistortedObject.java @ a56bc359

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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.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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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.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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 * <p>
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 * General idea is as follows:
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 * <ul>
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 * <li> Create an instance of (some class descended from) DistortedObject
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 * <li> Paint something onto the Bitmap that's backing it up
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 * <li> Apply some effects
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 * <li> Draw it!
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 * </ul>
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 * <p>
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 * The effects we can apply fall into three general categories:
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 * <ul>
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 * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
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 * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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 *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
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 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
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 * </ul>
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 * <p>
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 * Just like in DistortedNode and DistortedFramebuffer, we need to have a static list of all
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 * DistortedObjects currently created by the application so that we can implement the 'mark for
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 * deletion now - actually delete on next render' thing.
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 * We need to be able to quickly retrieve an Object by its ID, thus a HashMap.
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 */
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public class DistortedObject
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  {
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  private static long mNextID =0;
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  private static HashMap<Long,DistortedObject> mObjects = new HashMap<>();
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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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  private long mID;
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  private int mSizeX, mSizeY, mSizeZ; // in screen space
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  private int mHalfX, mHalfY, mHalfZ; // halfs of the above
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  private Bitmap[] mBmp= null; //
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  int[] mTextureDataH;         // have to be shared among all the cloned Objects
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  boolean[] mBitmapSet;        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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  private static Bitmap flipBitmap(Bitmap src)
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    {
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    Matrix matrix = new Matrix();
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    matrix.preScale(1.0f,-1.0f);
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    return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeData(int x, int y, int z)
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    {
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    mSizeX= x; mHalfX = x/2;
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    mSizeY= y; mHalfY = y/2;
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    mSizeZ= z; mHalfZ = z/2;
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    mID = mNextID++;
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    mObjects.put(mID,this);
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    mTextureDataH   = new int[1];
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    mTextureDataH[0]= 0;
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    mBmp            = new Bitmap[1];
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    mBmp[0]         = null;
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    mBitmapSet      = new boolean[1];
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    mBitmapSet[0]   = false;
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    initializeEffectLists(this,0);
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    if( Distorted.isInitialized() ) resetTexture();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedObject d, int flags)
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    {
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    long objID = d.getID();
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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(objID);
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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(objID);
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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(objID);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this will be called on startup and every time OpenGL context has been lost
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// also call this from the constructor if the OpenGL context has been created already.
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  private void resetTexture()
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    {
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    if( mTextureDataH!=null )
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      {
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      if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
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      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
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      if( mBmp!=null && mBmp[0]!=null)
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        {
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        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp[0]), 0);
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        mBmp[0] = null;
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(long currTime, DistortedObjectGrid grid, DistortedFramebuffer df)
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    {
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    DistortedFramebuffer.deleteAllMarked();
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.compute(currTime);
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    mM.send(df,mHalfX,mHalfY,mHalfZ);
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    mV.compute(currTime);
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    mV.send(mHalfX,mHalfY,mHalfZ);
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    mF.compute(currTime);
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    mF.send(mHalfX,mHalfY);
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(DistortedObjectGrid grid, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.sendZero(df,mHalfX,mHalfY,mHalfZ);
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    mV.sendZero();
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    mF.sendZero();
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    grid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
219
   
220
  private void releasePriv()
221
    {
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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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    mBmp          = null;
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    mM            = null;
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    mV            = null;
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    mF            = null;
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    mTextureDataH = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  long getBitmapID()
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    {
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    return mBmp==null ? 0 : mBmp.hashCode();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void reset()
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    {
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    for(long id: mObjects.keySet())
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      {
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      mObjects.get(id).resetTexture();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void release()
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    {
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    for(long id: mObjects.keySet())
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      {
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      mObjects.get(id).releasePriv();
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      }
258

    
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    mObjects.clear();
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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 with no Bitmap.
268
 */
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  public DistortedObject(int width, int height, int depth)
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    {
271
    initializeData(width,height,depth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
276
 * Copy constructor used to create a DistortedObject based on various parts of another object.
277
 * <p>
278
 * Whatever we do not clone gets created just like in the default constructor.
279
 * We only call this from the descendant's classes' constructors where we have to pay attention
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 * to give it the appropriate type of a DistortedObject!
281
 *
282
 * @param dc    Source object to create our object from
283
 * @param flags A bitmask of values specifying what to copy.
284
 *              For example, CLONE_BITMAP | CLONE_MATRIX.
285
 */
286
  public DistortedObject(DistortedObject dc, int flags)
287
    {
288
    initializeEffectLists(dc,flags);
289

    
290
    mID = mNextID++;
291
    mObjects.put(mID,this);
292

    
293
    mSizeX = dc.mSizeX;
294
    mSizeY = dc.mSizeY;
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    mSizeZ = dc.mSizeZ;
296
    mHalfX = dc.mHalfX;
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    mHalfY = dc.mHalfY;
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    mHalfZ = dc.mHalfZ;
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300
    if( (flags & Distorted.CLONE_BITMAP) != 0 )
301
      {
302
      mTextureDataH = dc.mTextureDataH;
303
      mBmp          = dc.mBmp;
304
      mBitmapSet    = dc.mBitmapSet;
305
      }
306
    else
307
      {
308
      mTextureDataH   = new int[1];
309
      mTextureDataH[0]= 0;
310
      mBitmapSet      = new boolean[1];
311
      mBitmapSet[0]   = false;
312
      mBmp            = new Bitmap[1];
313
      mBmp[0]         = null;
314

    
315
      if( Distorted.isInitialized() ) resetTexture();
316
      }
317
    }
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319
///////////////////////////////////////////////////////////////////////////////////////////////////
320
/**
321
 * Draw the DistortedObject to the location specified by current Matrix effects.    
322
 *     
323
 * @param currTime current time, in milliseconds.
324
 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
325
 *        Object.
326
 */
327
  public void draw(long currTime, DistortedObjectGrid grid)
328
    {
329
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
330
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
331
    drawPriv(currTime, grid, Distorted.mFramebuffer);
332
    }
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334
///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
336
 * Draw the DistortedObject to the Framebuffer passed.
337
 *
338
 * @param currTime Current time, in milliseconds.
339
 * @param df       Framebuffer to render this to.
340
 */
341
  public void draw(long currTime, DistortedObjectGrid grid, DistortedFramebuffer df)
342
    {
343
    df.setAsOutput();
344
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
345
    drawPriv(currTime,grid, df);
346
    }
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348
///////////////////////////////////////////////////////////////////////////////////////////////////
349
/**
350
 * Releases all resources.
351
 */
352
  public synchronized void delete()
353
    {
354
    releasePriv();
355
    mObjects.remove(this);
356
    }
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358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
/**
360
 * Sets the underlying android.graphics.Bitmap object and uploads it to the GPU. 
361
 * <p>
362
 * You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call 
363
 * to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
364
 * 
365
 * @param bmp The android.graphics.Bitmap object to apply effects to and display.
366
 */
367
   
368
  public void setTexture(Bitmap bmp)
369
    {
370
    mBitmapSet[0] = true;
371

    
372
    mSizeX= bmp.getWidth() ; mHalfX = mSizeX/2;
373
    mSizeY= bmp.getHeight(); mHalfY = mSizeY/2;
374

    
375
    if( Distorted.isInitialized() )
376
      {
377
      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
378
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
379
      GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(bmp), 0);
380
      }
381
    else
382
      {
383
      mBmp[0] = bmp;
384
      }
385
    }
386
    
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388
/**
389
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
390
 * to one of the Effects that are currently applied to the DistortedObject.
391
 * 
392
 * @param el A class implementing the EffectListener interface that wants to get notifications.
393
 */
394
  public void addEventListener(EffectListener el)
395
    {
396
    mV.addListener(el);
397
    mF.addListener(el);
398
    mM.addListener(el);
399
    }
400

    
401
///////////////////////////////////////////////////////////////////////////////////////////////////
402
/**
403
 * Removes the calling class from the list of Listeners.
404
 * 
405
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
406
 */
407
  public void removeEventListener(EffectListener el)
408
    {
409
    mV.removeListener(el);
410
    mF.removeListener(el);
411
    mM.removeListener(el);
412
    }
413
   
414
///////////////////////////////////////////////////////////////////////////////////////////////////
415
/**
416
 * Returns the height of the DistortedObject.
417
 *    
418
 * @return height of the object, in pixels.
419
 */
420
  public int getWidth()
421
     {
422
     return mSizeX;   
423
     }
424

    
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426
/**
427
 * Returns the width of the DistortedObject.
428
 * 
429
 * @return width of the Object, in pixels.
430
 */
431
  public int getHeight()
432
      {
433
      return mSizeY;  
434
      }
435
    
436
///////////////////////////////////////////////////////////////////////////////////////////////////
437
/**
438
 * Returns the depth of the DistortedObject.
439
 * 
440
 * @return depth of the Object, in pixels.
441
 */
442
  public int getDepth()
443
      {
444
      return mSizeZ;  
445
      }
446
        
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448
/**
449
 * Returns unique ID of this instance.
450
 * 
451
 * @return ID of the object.
452
 */
453
  public long getID()
454
      {
455
      return mID;  
456
      }
457
    
458
///////////////////////////////////////////////////////////////////////////////////////////////////
459
/**
460
 * Aborts all Effects.
461
 * @return Number of effects aborted.
462
 */
463
  public int abortAllEffects()
464
      {
465
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
466
      }
467

    
468
///////////////////////////////////////////////////////////////////////////////////////////////////
469
/**
470
 * Aborts all Effects of a given type, for example all MATRIX Effects.
471
 * 
472
 * @param type one of the constants defined in {@link EffectTypes}
473
 * @return Number of effects aborted.
474
 */
475
  public int abortEffects(EffectTypes type)
476
    {
477
    switch(type)
478
      {
479
      case MATRIX  : return mM.abortAll(true);
480
      case VERTEX  : return mV.abortAll(true);
481
      case FRAGMENT: return mF.abortAll(true);
482
      default      : return 0;
483
      }
484
    }
485
    
486
///////////////////////////////////////////////////////////////////////////////////////////////////
487
/**
488
 * Aborts a single Effect.
489
 * 
490
 * @param id ID of the Effect we want to abort.
491
 * @return number of Effects aborted. Always either 0 or 1.
492
 */
493
  public int abortEffect(long id)
494
    {
495
    int type = (int)(id&EffectTypes.MASK);
496

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

    
501
    return 0;
502
    }
503

    
504
///////////////////////////////////////////////////////////////////////////////////////////////////
505
/**
506
 * Abort all Effects of a given name, for example all rotations.
507
 * 
508
 * @param name one of the constants defined in {@link EffectNames}
509
 * @return number of Effects aborted.
510
 */
511
  public int abortEffects(EffectNames name)
512
    {
513
    switch(name.getType())
514
      {
515
      case MATRIX  : return mM.removeByType(name);
516
      case VERTEX  : return mV.removeByType(name);
517
      case FRAGMENT: return mF.removeByType(name);
518
      default      : return 0;
519
      }
520
    }
521
    
522
///////////////////////////////////////////////////////////////////////////////////////////////////
523
/**
524
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
525
 * 
526
 * @param id Effect ID we want to print info about
527
 * @return <code>true</code> if a single Effect of type effectType has been found.
528
 */
529
    
530
  public boolean printEffect(long id)
531
    {
532
    int type = (int)(id&EffectTypes.MASK);
533

    
534
    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
535
    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
536
    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
537

    
538
    return false;
539
    }
540
   
541
///////////////////////////////////////////////////////////////////////////////////////////////////   
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543
// Individual effect functions.
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545
// Matrix-based effects
546
///////////////////////////////////////////////////////////////////////////////////////////////////
547
/**
548
 * Moves the Object by a (possibly changing in time) vector.
549
 * 
550
 * @param vector 3-dimensional Data which at any given time will return a Static3D
551
 *               representing the current coordinates of the vector we want to move the Object with.
552
 * @return       ID of the effect added, or -1 if we failed to add one.
553
 */
554
  public long move(Data3D vector)
555
    {   
556
    return mM.add(EffectNames.MOVE,vector);
557
    }
558

    
559
///////////////////////////////////////////////////////////////////////////////////////////////////
560
/**
561
 * Scales the Object by (possibly changing in time) 3D scale factors.
562
 * 
563
 * @param scale 3-dimensional Data which at any given time returns a Static3D
564
 *              representing the current x- , y- and z- scale factors.
565
 * @return      ID of the effect added, or -1 if we failed to add one.
566
 */
567
  public long scale(Data3D scale)
568
    {   
569
    return mM.add(EffectNames.SCALE,scale);
570
    }
571

    
572
///////////////////////////////////////////////////////////////////////////////////////////////////
573
/**
574
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
575
 *
576
 * @param scale The factor to scale all 3 dimensions with.
577
 * @return      ID of the effect added, or -1 if we failed to add one.
578
 */
579
  public long scale(float scale)
580
    {
581
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585
/**
586
 * Rotates the Object by 'angle' degrees around the center.
587
 * Static axis of rotation is given by the last parameter.
588
 *
589
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
590
 * @param axis   Axis of rotation
591
 * @param center Coordinates of the Point we are rotating around.
592
 * @return       ID of the effect added, or -1 if we failed to add one.
593
 */
594
  public long rotate(Data1D angle, Static3D axis, Data3D center )
595
    {   
596
    return mM.add(EffectNames.ROTATE, angle, axis, center);
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
/**
601
 * Rotates the Object by 'angle' degrees around the center.
602
 * Here both angle and axis can dynamically change.
603
 *
604
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
605
 * @param center    Coordinates of the Point we are rotating around.
606
 * @return          ID of the effect added, or -1 if we failed to add one.
607
 */
608
  public long rotate(Data4D angleaxis, Data3D center)
609
    {
610
    return mM.add(EffectNames.ROTATE, angleaxis, center);
611
    }
612

    
613
///////////////////////////////////////////////////////////////////////////////////////////////////
614
/**
615
 * Rotates the Object by quaternion.
616
 *
617
 * @param quaternion The quaternion describing the rotation.
618
 * @param center     Coordinates of the Point we are rotating around.
619
 * @return           ID of the effect added, or -1 if we failed to add one.
620
 */
621
  public long quaternion(Data4D quaternion, Data3D center )
622
    {
623
    return mM.add(EffectNames.QUATERNION,quaternion,center);
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * Shears the Object.
629
 *
630
 * @param shear   The 3-tuple of shear factors. The first controls level
631
 *                of shearing in the X-axis, second - Y-axis and the third -
632
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
633
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
634
 * @param center  Center of shearing, i.e. the point which stays unmoved.
635
 * @return        ID of the effect added, or -1 if we failed to add one.
636
 */
637
  public long shear(Data3D shear, Data3D center)
638
    {
639
    return mM.add(EffectNames.SHEAR, shear, center);
640
    }
641

    
642
///////////////////////////////////////////////////////////////////////////////////////////////////
643
// Fragment-based effects  
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645
/**
646
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
647
 *        
648
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
649
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
650
 *               Valid range: <0,1>
651
 * @param color  Color to mix. (1,0,0) is RED.
652
 * @param region Region this Effect is limited to.
653
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
654
 * @return       ID of the effect added, or -1 if we failed to add one.
655
 */
656
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
657
    {
658
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663
 * Makes the whole Object smoothly change all three of its RGB components.
664
 *
665
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
666
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
667
 *               Valid range: <0,1>
668
 * @param color  Color to mix. (1,0,0) is RED.
669
 * @return       ID of the effect added, or -1 if we failed to add one.
670
 */
671
  public long chroma(Data1D blend, Data3D color)
672
    {
673
    return mF.add(EffectNames.CHROMA, blend, color);
674
    }
675

    
676
///////////////////////////////////////////////////////////////////////////////////////////////////
677
/**
678
 * Makes a certain sub-region of the Object smoothly change its transparency level.
679
 *        
680
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
681
 *               moment: pixel.a *= alpha.
682
 *               Valid range: <0,1>
683
 * @param region Region this Effect is limited to. 
684
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
685
 * @return       ID of the effect added, or -1 if we failed to add one. 
686
 */
687
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
688
    {
689
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Makes the whole Object smoothly change its transparency level.
695
 *
696
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
697
 *               given moment: pixel.a *= alpha.
698
 *               Valid range: <0,1>
699
 * @return       ID of the effect added, or -1 if we failed to add one.
700
 */
701
  public long alpha(Data1D alpha)
702
    {
703
    return mF.add(EffectNames.ALPHA, alpha);
704
    }
705

    
706
///////////////////////////////////////////////////////////////////////////////////////////////////
707
/**
708
 * Makes a certain sub-region of the Object smoothly change its brightness level.
709
 *        
710
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
711
 *                   at any given moment. Valid range: <0,infinity)
712
 * @param region     Region this Effect is limited to.
713
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
714
 * @return           ID of the effect added, or -1 if we failed to add one.
715
 */
716
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
717
    {
718
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
719
    }
720

    
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Makes the whole Object smoothly change its brightness level.
724
 *
725
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
726
 *                   at any given moment. Valid range: <0,infinity)
727
 * @return           ID of the effect added, or -1 if we failed to add one.
728
 */
729
  public long brightness(Data1D brightness)
730
    {
731
    return mF.add(EffectNames.BRIGHTNESS, brightness);
732
    }
733

    
734
///////////////////////////////////////////////////////////////////////////////////////////////////
735
/**
736
 * Makes a certain sub-region of the Object smoothly change its contrast level.
737
 *        
738
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
739
 *                 at any given moment. Valid range: <0,infinity)
740
 * @param region   Region this Effect is limited to.
741
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
742
 * @return         ID of the effect added, or -1 if we failed to add one.
743
 */
744
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
745
    {
746
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
747
    }
748

    
749
///////////////////////////////////////////////////////////////////////////////////////////////////
750
/**
751
 * Makes the whole Object smoothly change its contrast level.
752
 *
753
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
754
 *                 at any given moment. Valid range: <0,infinity)
755
 * @return         ID of the effect added, or -1 if we failed to add one.
756
 */
757
  public long contrast(Data1D contrast)
758
    {
759
    return mF.add(EffectNames.CONTRAST, contrast);
760
    }
761

    
762
///////////////////////////////////////////////////////////////////////////////////////////////////
763
/**
764
 * Makes a certain sub-region of the Object smoothly change its saturation level.
765
 *        
766
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
767
 *                   at any given moment. Valid range: <0,infinity)
768
 * @param region     Region this Effect is limited to.
769
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
770
 * @return           ID of the effect added, or -1 if we failed to add one.
771
 */
772
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
773
    {
774
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778
/**
779
 * Makes the whole Object smoothly change its saturation level.
780
 *
781
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
782
 *                   at any given moment. Valid range: <0,infinity)
783
 * @return           ID of the effect added, or -1 if we failed to add one.
784
 */
785
  public long saturation(Data1D saturation)
786
    {
787
    return mF.add(EffectNames.SATURATION, saturation);
788
    }
789

    
790
///////////////////////////////////////////////////////////////////////////////////////////////////
791
// Vertex-based effects  
792
///////////////////////////////////////////////////////////////////////////////////////////////////
793
/**
794
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
795
 *
796
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
797
 *               currently being dragged with.
798
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
799
 * @param region Region that masks the Effect.
800
 * @return       ID of the effect added, or -1 if we failed to add one.
801
 */
802
  public long distort(Data3D vector, Data3D center, Data4D region)
803
    {  
804
    return mV.add(EffectNames.DISTORT, vector, center, region);
805
    }
806

    
807
///////////////////////////////////////////////////////////////////////////////////////////////////
808
/**
809
 * Distort the whole Object by a (possibly changing in time) vector of force.
810
 *
811
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
812
 *               currently being dragged with.
813
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
814
 * @return       ID of the effect added, or -1 if we failed to add one.
815
 */
816
  public long distort(Data3D vector, Data3D center)
817
    {
818
    return mV.add(EffectNames.DISTORT, vector, center, null);
819
    }
820

    
821
///////////////////////////////////////////////////////////////////////////////////////////////////
822
/**
823
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
824
 * a (possibly changing in time) point on the Object.
825
 *
826
 * @param vector Vector of force that deforms the shape of the whole Object.
827
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
828
 * @param region Region that masks the Effect.
829
 * @return       ID of the effect added, or -1 if we failed to add one.
830
 */
831
  public long deform(Data3D vector, Data3D center, Data4D region)
832
    {
833
    return mV.add(EffectNames.DEFORM, vector, center, region);
834
    }
835

    
836
///////////////////////////////////////////////////////////////////////////////////////////////////
837
/**
838
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
839
 * a (possibly changing in time) point on the Object.
840
 *     
841
 * @param vector Vector of force that deforms the shape of the whole Object.
842
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
843
 * @return       ID of the effect added, or -1 if we failed to add one.
844
 */
845
  public long deform(Data3D vector, Data3D center)
846
    {  
847
    return mV.add(EffectNames.DEFORM, vector, center, null);
848
    }
849

    
850
///////////////////////////////////////////////////////////////////////////////////////////////////  
851
/**
852
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
853
 * away from the center (degree<=1)
854
 *
855
 * @param sink   The current degree of the Effect.
856
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
857
 * @param region Region that masks the Effect.
858
 * @return       ID of the effect added, or -1 if we failed to add one.
859
 */
860
  public long sink(Data1D sink, Data3D center, Data4D region)
861
    {
862
    return mV.add(EffectNames.SINK, sink, center, region);
863
    }
864

    
865
///////////////////////////////////////////////////////////////////////////////////////////////////
866
/**
867
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
868
 * away from the center (degree<=1)
869
 *
870
 * @param sink   The current degree of the Effect.
871
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
872
 * @return       ID of the effect added, or -1 if we failed to add one.
873
 */
874
  public long sink(Data1D sink, Data3D center)
875
    {
876
    return mV.add(EffectNames.SINK, sink, center);
877
    }
878

    
879
///////////////////////////////////////////////////////////////////////////////////////////////////
880
/**
881
 * Pull all points around the center of the Effect towards a line passing through the center
882
 * (that's if degree>=1) or push them away from the line (degree<=1)
883
 *
884
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
885
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
886
 * @param region Region that masks the Effect.
887
 * @return       ID of the effect added, or -1 if we failed to add one.
888
 */
889
  public long pinch(Data2D pinch, Data3D center, Data4D region)
890
    {
891
    return mV.add(EffectNames.PINCH, pinch, center, region);
892
    }
893

    
894
///////////////////////////////////////////////////////////////////////////////////////////////////
895
/**
896
 * Pull all points around the center of the Effect towards a line passing through the center
897
 * (that's if degree>=1) or push them away from the line (degree<=1)
898
 *
899
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
900
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
901
 * @return       ID of the effect added, or -1 if we failed to add one.
902
 */
903
  public long pinch(Data2D pinch, Data3D center)
904
    {
905
    return mV.add(EffectNames.PINCH, pinch, center);
906
    }
907

    
908
///////////////////////////////////////////////////////////////////////////////////////////////////  
909
/**
910
 * Rotate part of the Object around the Center of the Effect by a certain angle.
911
 *
912
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
913
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
914
 * @param region Region that masks the Effect.
915
 * @return       ID of the effect added, or -1 if we failed to add one.
916
 */
917
  public long swirl(Data1D swirl, Data3D center, Data4D region)
918
    {    
919
    return mV.add(EffectNames.SWIRL, swirl, center, region);
920
    }
921

    
922
///////////////////////////////////////////////////////////////////////////////////////////////////
923
/**
924
 * Rotate the whole Object around the Center of the Effect by a certain angle.
925
 *
926
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
927
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
928
 * @return       ID of the effect added, or -1 if we failed to add one.
929
 */
930
  public long swirl(Data1D swirl, Data3D center)
931
    {
932
    return mV.add(EffectNames.SWIRL, swirl, center);
933
    }
934

    
935
///////////////////////////////////////////////////////////////////////////////////////////////////
936
/**
937
 * Directional, sinusoidal wave effect.
938
 *
939
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
940
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
941
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
942
 *               describe the 'direction' of the wave.
943
 *               <p>
944
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
945
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
946
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
947
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
948
 *               <p>
949
 *               <p>
950
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
951
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
952
 *               will be sine shapes.
953
 *               <p>
954
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
955
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
956
 *               YZ-plane with be sine shapes.
957
 *               <p>
958
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
959
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
960
 *               value if sin at this point.
961
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
962
 * @return       ID of the effect added, or -1 if we failed to add one.
963
 */
964
  public long wave(Data5D wave, Data3D center)
965
    {
966
    return mV.add(EffectNames.WAVE, wave, center, null);
967
    }
968

    
969
///////////////////////////////////////////////////////////////////////////////////////////////////
970
/**
971
 * Directional, sinusoidal wave effect.
972
 *
973
 * @param wave   see {@link DistortedObject#wave(Data5D,Data3D)}
974
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
975
 * @param region Region that masks the Effect.
976
 * @return       ID of the effect added, or -1 if we failed to add one.
977
 */
978
  public long wave(Data5D wave, Data3D center, Data4D region)
979
    {
980
    return mV.add(EffectNames.WAVE, wave, center, region);
981
    }
982
  }
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