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library / src / main / java / org / distorted / library / effect / FragmentEffectChroma.java @ aa2f0486

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 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.effect;
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import org.distorted.library.type.Data1D;
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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.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FragmentEffectChroma extends FragmentEffect
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  {
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  private Data1D mBlend;
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  private Data3D mColor;
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  private Data4D mRegion;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
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 *
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 * @param blend  level of blend a given pixel will be mixed with the next parameter 'color':
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 *               pixel = (1-level)*pixel + level*color.
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 *               Valid range: <0,1>
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 * @param color  Color to mix. (1,0,0) is RED.
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 * @param region Region this Effect is limited to.
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 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
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 */
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  public FragmentEffectChroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
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    {
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    super(smooth?EffectName.SMOOTH_CHROMA:EffectName.CHROMA);
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    mBlend = blend;
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    mColor = color;
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    mRegion = (region==null ? new Static4D(0,0,Float.MAX_VALUE, Float.MAX_VALUE) : region);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Makes the whole Object smoothly change all three of its RGB components.
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 *
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 * @param blend  level of blend a given pixel will be mixed with the next parameter 'color':
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 *               pixel = (1-level)*pixel + level*color.
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 *               Valid range: <0,1>
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 * @param color  Color to mix. (1,0,0) is RED.
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 */
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  public FragmentEffectChroma(Data1D blend, Data3D color)
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    {
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    super(EffectName.CHROMA);
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    mBlend = blend;
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    mColor = color;
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    mRegion = new Static4D(0,0,Float.MAX_VALUE, Float.MAX_VALUE);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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    {
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    mRegion.get(uniforms,index+4,currentDuration,step);
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    mColor.get(uniforms,index+1,currentDuration,step);
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    return mBlend.get(uniforms,index,currentDuration,step);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public static void enable()
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    {
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    addEffect( EffectName.CHROMA,EffectName.SMOOTH_CHROMA,
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               "color.rgb = mix(color.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);" );
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    }
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  }
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