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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Names of Effects one can apply to DistortedObjects.
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* <p>
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* Effect's 'Type' is one of the constants defined in {@link EffectTypes}.
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* </p>
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* <p>
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* Effect's 'Uniforms' are a vector of 7 (matrix effects) 12 (vertex) or 8 (fragment) floats, which
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* together form full information how to compute a given effect.
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* Typically, some of those values will be Interpolated in CPU (by one of the 'EffectQueueX.compute()'
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* methods) and the effect of such Interpolation sent to the Shaders.
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* </p>
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* <p>
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* Effect's 'Unity' is such a particular vector of its 'interpolated values' which makes the
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* effect NULL. For example, if the effect is 'MOVE' by a 3-dimensional vector, then a 'NULL
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* MOVE' is a MOVE by vector (0,0,0), thus (0,0,0) is the unity of the MOVE effect.
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* This is used by the EffectQueue classes to decide if the final form of the Effect is NULL - and
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* thus if it can safely be removed from Effect Queues without affecting the visual in any way.
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* </p>
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*/
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public enum EffectNames
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{
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// EFFECT NAME /////// EFFECT TYPE ////////////// UNITY /////////////// DIM // REGION // CENTER
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/////////////////////////////////////////////////////////////////////////////////
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// MATRIX EFFECTS.
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// Always 7 Uniforms: 4 per-effect interpolated values + 3 dimensional center.
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/**
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* Rotate the whole Object around a center point (in angle-axis notation).
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* <p>
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* Uniforms: (angle,axisX,axisY,axisZ,centerX,centerY,centerZ)
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* <p>
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* Unity: angle==0
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*/
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ROTATE ( EffectTypes.MATRIX , new float[] {0.0f} , 4, false, true ),
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/**
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* Rotate the whole Object around a center point (in quaternion notation).
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* <p>
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* Uniforms: (quatX,quatY,quatZ,quatW,centerX,centerY,centerZ)
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* <p>
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* Unity: (quatX,quatY,quatZ) = (0,0,0)
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*/
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QUATERNION ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} , 4, false, true ),
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/**
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* Move the whole Object by a vector.
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* <p>
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* Uniforms: (vectorX,vectorY,vectorZ,UNUSED,UNUSED,UNUSED,UNUSED)
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* <p>
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* Unity: (vectorX,vectorY,vectorZ) = (0,0,0)
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*/
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MOVE ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} , 3, false, false ),
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/**
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* Scale the whole Object independently in all 3 dimensions.
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* <p>
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* Uniforms: (scaleX,scaleY,scaleZ,UNUSED,UNUSED,UNUSED,UNUSED)
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* <p>
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* Unity: (scaleX,scaleY,scaleZ) = (1,1,1)
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*/
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SCALE ( EffectTypes.MATRIX , new float[] {1.0f,1.0f,1.0f} , 3, false, false ),
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/**
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* Shear the whole Object in 3 dimensions around a center point.
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* <p>
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* Uniforms: (shearX,shearY,shearZ,UNUSED,centerX,centerY,centerZ)
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* <p>
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* Unity: (shearX,shearY,shearZ) = (0,0,0)
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*/
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SHEAR ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} , 3, false, true ),
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// add new Matrix effects here...
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/////////////////////////////////////////////////////////////////////////////////
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// VERTEX EFFECTS
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// Always 12 Uniforms: 6 per-effect interpolated values, 2-dimensional center of
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// the effect, 4-dimensional Region
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/**
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* Apply a 3D vector of force to area around a point on the surface of the Object.
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* <p>
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* Uniforms: (forceX ,forceY ,forceZ ,UNUSED ,
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* UNUSED , centerX ,centerY , centerZ,
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* regionX,regionY,regionRX,regionRY)
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* <p>
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* Unity: (forceX,forceY,forceZ) = (0,0,0)
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*/
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DISTORT ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} , 3, true, true ),
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/**
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* Deform the whole Object by applying a 2D vector of force to a center point.
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* <p>
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* Uniforms: (forceX,forceY,UNUSED,UNUSED,
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* UNUSED,centerX,centerY,centerZ,
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* UNUSED,UNUSED,UNUSED,UNUSED)
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* <p>
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* Unity: (forceX,forceY) = (0,0)
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*/
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DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} , 3, true, true ),
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/**
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* Pull (or push away) all points around a center point to (from) it.
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* <p>
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* Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
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* UNUSED,centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY)
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* <p>
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* Unity: sinkFactor = 1
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*/
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SINK ( EffectTypes.VERTEX , new float[] {1.0f} , 1, true, true ),
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/**
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* Pull (or push away) all points around a line to (from) it.
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* <p>
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* Uniforms: (pinchFactor,lineAngle,UNUSED,UNUSED,
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* UNUSED,centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY)
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* <p>
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* Unity: sinkFactor = 1
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*/
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PINCH ( EffectTypes.VERTEX , new float[] {1.0f} , 2, true, true ),
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/**
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* Smoothly rotate a limited area around a center point.
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* <p>
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* Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
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* UNUSED, centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY)
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* <p>
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* Unity: swirlAngle = 0
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*/
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SWIRL ( EffectTypes.VERTEX , new float[] {0.0f} , 1, true, true ),
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/**
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* Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
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* parameters. Details: {@link DistortedObject#wave(org.distorted.library.type.Data5D,org.distorted.library.type.Data3D)}
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* <p>
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* Uniforms: (amplitude,length,phase,angleAlpha,
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* angleBeta, centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY)
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* <p>
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* Unity: amplitude = 0
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*/
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WAVE ( EffectTypes.VERTEX , new float[] {0.0f} , 5, true, true ),
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// add new Vertex Effects here...
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/////////////////////////////////////////////////////////////////////////////////
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// FRAGMENT EFFECTS
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// Always 8 Uniforms: 4-per effect interpolated values, 4 dimensional Region.
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/**
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* Make a given Region (partially) transparent.
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* <p>
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* Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: transparencyLevel = 1
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*/
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ALPHA ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Make a given Region (partially) transparent.
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* Effect smoothly fades towards the edges of the region.
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* <p>
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* Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* Unity: transparencyLevel = 1
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*/
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SMOOTH_ALPHA ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Blend current color in the texture with a given color.
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* <p>
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* Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: blendLevel = 0
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*/
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CHROMA ( EffectTypes.FRAGMENT, new float[] {0.0f} , 4, true, false ),
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/**
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* Smoothly blend current color in the texture with a given color.
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* <p>
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* Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
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* Unity: blendLevel = 0
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*/
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SMOOTH_CHROMA ( EffectTypes.FRAGMENT, new float[] {0.0f} , 4, true, false ),
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/**
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* Change brightness level of a given Region.
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* <p>
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* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: brightnessLevel = 1
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*/
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BRIGHTNESS ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Smoothly change brightness level of a given Region.
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* <p>
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* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: brightnessLevel = 1
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*/
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SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Change saturation level of a given Region.
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* <p>
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* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: saturationLevel = 1
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*/
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SATURATION ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Smoothly change saturation level of a given Region.
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* <p>
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* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: saturationLevel = 1
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*/
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SMOOTH_SATURATION( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Change contrast level of a given Region.
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* <p>
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* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: contrastLevel = 1
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*/
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CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false ),
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/**
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* Smoothly change contrast level of a given Region.
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* <p>
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* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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* <p>
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* Unity: contrastLevel = 1
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*/
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SMOOTH_CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} , 1, true, false );
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// add new Fragment effects here...
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static final int MAXDIM = 4; // maximum supported dimension of an effect
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private final EffectTypes type;
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private final float[] unity;
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private final int dimension;
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private final boolean supportsR;
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private final boolean supportsC;
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private static final float[] unities;
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private static final int[] unityDimensions;
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private static final int[] dimensions;
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private static final boolean[] supportsRegion;
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private static final boolean[] supportsCenter;
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private static final EffectNames[] names;
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static
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{
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int len = values().length;
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int i=0;
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unityDimensions = new int[len];
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dimensions = new int[len];
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supportsRegion = new boolean[len];
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supportsCenter = new boolean[len];
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unities = new float[MAXDIM*len];
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names = new EffectNames[len];
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for(EffectNames name: EffectNames.values())
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{
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unityDimensions[i] = (name.unity==null ? 0 : name.unity.length);
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dimensions[i] = name.dimension;
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supportsRegion[i] = name.supportsR;
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supportsCenter[i] = name.supportsC;
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names[i] = name;
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switch(unityDimensions[i])
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{
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case 4: unities[MAXDIM*i+3] = name.unity[3];
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case 3: unities[MAXDIM*i+2] = name.unity[2];
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case 2: unities[MAXDIM*i+1] = name.unity[1];
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case 1: unities[MAXDIM*i ] = name.unity[0];
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case 0: break;
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}
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i++;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectNames(EffectTypes type, float[] unity, int dimension, boolean supportsR, boolean supportsC)
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{
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this.type = type;
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this.unity = unity;
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this.dimension = dimension;
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this.supportsR = supportsR;
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this.supportsC = supportsC;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static EffectTypes getType(int ordinal)
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{
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return names[ordinal].type;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static EffectNames getName(int ordinal)
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{
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return names[ordinal];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void fillWithUnities(int ordinal, float[] buffer, int index)
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{
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switch(unityDimensions[ordinal])
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{
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case 0: break;
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case 1: buffer[index ]=unities[MAXDIM*ordinal ];
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break;
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case 2: buffer[index ]=unities[MAXDIM*ordinal ];
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buffer[index+1]=unities[MAXDIM*ordinal+1];
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break;
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case 3: buffer[index ]=unities[MAXDIM*ordinal ];
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buffer[index+1]=unities[MAXDIM*ordinal+1];
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buffer[index+2]=unities[MAXDIM*ordinal+2];
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break;
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case 4: buffer[index ]=unities[MAXDIM*ordinal ];
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buffer[index+1]=unities[MAXDIM*ordinal+1];
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buffer[index+2]=unities[MAXDIM*ordinal+2];
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buffer[index+3]=unities[MAXDIM*ordinal+3];
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break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static boolean isUnity(int ordinal, float[] buffer, int index)
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{
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switch(unityDimensions[ordinal])
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{
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case 0: return true;
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case 1: return buffer[index ]==unities[MAXDIM*ordinal ];
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case 2: return buffer[index ]==unities[MAXDIM*ordinal ] &&
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buffer[index+1]==unities[MAXDIM*ordinal+1];
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case 3: return buffer[index ]==unities[MAXDIM*ordinal ] &&
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buffer[index+1]==unities[MAXDIM*ordinal+1] &&
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buffer[index+2]==unities[MAXDIM*ordinal+2];
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case 4: return buffer[index ]==unities[MAXDIM*ordinal ] &&
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buffer[index+1]==unities[MAXDIM*ordinal+1] &&
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buffer[index+2]==unities[MAXDIM*ordinal+2] &&
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buffer[index+3]==unities[MAXDIM*ordinal+3];
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}
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return false;
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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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* Returns the Type of an individual Effect. For example, EffectNames.ROTATION.getType() will
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* return EffectTypes.MATRIX.
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* @return type of the effect.
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*/
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public EffectTypes getType()
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{
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return type;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the dimension of an Effect (in other words, the number of interpolated values).
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* @return dimension of the Effect.
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*/
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public int getDimension() { return dimensions[ordinal()]; }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Do we support being masked by a Region?
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* @return true if the Effect supports being masked with a Region.
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*/
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public boolean supportsRegion() { return supportsRegion[ordinal()]; }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Does this Effect have a center?
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* @return true if the Effect has a center.
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*/
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public boolean supportsCenter() { return supportsCenter[ordinal()]; }
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}
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