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library / src / main / java / org / distorted / library / DistortedObject.java @ b73dcaa7

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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 abstract 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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  protected DistortedObjectGrid mGrid = null;
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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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  protected abstract DistortedObject deepCopy(int flags);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected void initializeData(int x, int y, int z)
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    {
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    mSizeX= x;
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    mSizeY= y;
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    mSizeZ= z;
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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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    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(d);
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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(d);
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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(d);
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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, 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);
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    mV.compute(currTime);
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    mV.send();
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    mF.compute(currTime);
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    mF.send();
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(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);
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    mV.sendZero();
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    mF.sendZero();
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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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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    mGrid         = 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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      }
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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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 * Default empty constructor so that derived classes can call it
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 */
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  public DistortedObject()
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    {
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274
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
278
 * Copy constructor used to create a DistortedObject based on various parts of another object.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 * 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!
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 *
284
 * @param dc    Source object to create our object from
285
 * @param flags A bitmask of values specifying what to copy.
286
 *              For example, CLONE_BITMAP | CLONE_MATRIX.
287
 */
288
  public DistortedObject(DistortedObject dc, int flags)
289
    {
290
    initializeEffectLists(dc,flags);
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292
    mID = mNextID++;
293
    mObjects.put(mID,this);
294

    
295
    mSizeX = dc.mSizeX;
296
    mSizeY = dc.mSizeY;
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    mSizeZ = dc.mSizeZ;
298
    mGrid  = dc.mGrid;
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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;
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      mBitmapSet      = new boolean[1];
311
      mBitmapSet[0]   = false;
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      mBmp            = new Bitmap[1];
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      mBmp[0]         = null;
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315
      if( Distorted.isInitialized() ) resetTexture();
316
      }
317
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
320
/**
321
 * Draw the DistortedObject to the location specified by current Matrix effects.    
322
 *     
323
 * @param currTime current time, in milliseconds, as returned by System.currentTimeMillis().
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)
328
    {
329
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
330
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
331
    GLES20.glUniform1i(Distorted.mTextureUniformH, 0);
332
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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334
    drawPriv(currTime, Distorted.mFramebuffer);
335
    }
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337
///////////////////////////////////////////////////////////////////////////////////////////////////
338
/**
339
 * Releases all resources.
340
 */
341
  public synchronized void delete()
342
    {
343
    releasePriv();
344
    mObjects.remove(this);
345
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
348
/**
349
 * Sets the underlying android.graphics.Bitmap object and uploads it to the GPU. 
350
 * <p>
351
 * You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call 
352
 * to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
353
 * 
354
 * @param bmp The android.graphics.Bitmap object to apply effects to and display.
355
 */
356
   
357
  public void setBitmap(Bitmap bmp)
358
    {
359
    mBitmapSet[0] = true;
360
      
361
    if( Distorted.isInitialized() )
362
      {
363
      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
364
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
365
      GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(bmp), 0);
366
      }
367
    else
368
      {
369
      mBmp[0] = bmp;
370
      }
371
    }
372
    
373
///////////////////////////////////////////////////////////////////////////////////////////////////
374
/**
375
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
376
 * to one of the Effects that are currently applied to the DistortedObject.
377
 * 
378
 * @param el A class implementing the EffectListener interface that wants to get notifications.
379
 */
380
  public void addEventListener(EffectListener el)
381
    {
382
    mV.addListener(el);
383
    mF.addListener(el);
384
    mM.addListener(el);
385
    }
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387
///////////////////////////////////////////////////////////////////////////////////////////////////
388
/**
389
 * Removes the calling class from the list of Listeners.
390
 * 
391
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
392
 */
393
  public void removeEventListener(EffectListener el)
394
    {
395
    mV.removeListener(el);
396
    mF.removeListener(el);
397
    mM.removeListener(el);
398
    }
399
   
400
///////////////////////////////////////////////////////////////////////////////////////////////////
401
/**
402
 * Returns the height of the DistortedObject.
403
 *    
404
 * @return height of the object, in pixels.
405
 */
406
  public int getWidth()
407
     {
408
     return mSizeX;   
409
     }
410

    
411
///////////////////////////////////////////////////////////////////////////////////////////////////
412
/**
413
 * Returns the width of the DistortedObject.
414
 * 
415
 * @return width of the Object, in pixels.
416
 */
417
  public int getHeight()
418
      {
419
      return mSizeY;  
420
      }
421
    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Returns the depth of the DistortedObject.
425
 * 
426
 * @return depth of the Object, in pixels.
427
 */
428
  public int getDepth()
429
      {
430
      return mSizeZ;  
431
      }
432
        
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
/**
435
 * Returns unique ID of this instance.
436
 * 
437
 * @return ID of the object.
438
 */
439
  public long getID()
440
      {
441
      return mID;  
442
      }
443
    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Aborts all Effects.
447
 * @return Number of effects aborted.
448
 */
449
  public int abortAllEffects()
450
      {
451
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
452
      }
453

    
454
///////////////////////////////////////////////////////////////////////////////////////////////////
455
/**
456
 * Aborts all Effects of a given type, for example all MATRIX Effects.
457
 * 
458
 * @param type one of the constants defined in {@link EffectTypes}
459
 * @return Number of effects aborted.
460
 */
461
  public int abortEffects(EffectTypes type)
462
    {
463
    switch(type)
464
      {
465
      case MATRIX  : return mM.abortAll(true);
466
      case VERTEX  : return mV.abortAll(true);
467
      case FRAGMENT: return mF.abortAll(true);
468
      default      : return 0;
469
      }
470
    }
471
    
472
///////////////////////////////////////////////////////////////////////////////////////////////////
473
/**
474
 * Aborts a single Effect.
475
 * 
476
 * @param id ID of the Effect we want to abort.
477
 * @return number of Effects aborted. Always either 0 or 1.
478
 */
479
  public int abortEffect(long id)
480
    {
481
    int type = (int)(id&EffectTypes.MASK);
482

    
483
    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
484
    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
485
    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
486

    
487
    return 0;
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491
/**
492
 * Abort all Effects of a given name, for example all rotations.
493
 * 
494
 * @param name one of the constants defined in {@link EffectNames}
495
 * @return number of Effects aborted.
496
 */
497
  public int abortEffects(EffectNames name)
498
    {
499
    switch(name.getType())
500
      {
501
      case MATRIX  : return mM.removeByType(name);
502
      case VERTEX  : return mV.removeByType(name);
503
      case FRAGMENT: return mF.removeByType(name);
504
      default      : return 0;
505
      }
506
    }
507
    
508
///////////////////////////////////////////////////////////////////////////////////////////////////
509
/**
510
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
511
 * 
512
 * @param id Effect ID we want to print info about
513
 * @return <code>true</code> if a single Effect of type effectType has been found.
514
 */
515
    
516
  public boolean printEffect(long id)
517
    {
518
    int type = (int)(id&EffectTypes.MASK);
519

    
520
    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
521
    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
522
    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
523

    
524
    return false;
525
    }
526
   
527
///////////////////////////////////////////////////////////////////////////////////////////////////   
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
// Individual effect functions.
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531
// Matrix-based effects
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533
/**
534
 * Moves the Object by a (possibly changing in time) vector.
535
 * 
536
 * @param vector 3-dimensional Data which at any given time will return a Static3D
537
 *               representing the current coordinates of the vector we want to move the Object with.
538
 * @return       ID of the effect added, or -1 if we failed to add one.
539
 */
540
  public long move(Data3D vector)
541
    {   
542
    return mM.add(EffectNames.MOVE,vector);
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547
 * Scales the Object by (possibly changing in time) 3D scale factors.
548
 * 
549
 * @param scale 3-dimensional Dynamic which at any given time returns a Static3D
550
 *              representing the current x- , y- and z- scale factors.
551
 * @return      ID of the effect added, or -1 if we failed to add one.
552
 */
553
  public long scale(Data3D scale)
554
    {   
555
    return mM.add(EffectNames.SCALE,scale);
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
561
 *
562
 * @param scale The factor to scale all 3 dimensions with.
563
 * @return      ID of the effect added, or -1 if we failed to add one.
564
 */
565
  public long scale(float scale)
566
    {
567
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
568
    }
569

    
570
///////////////////////////////////////////////////////////////////////////////////////////////////
571
/**
572
 * Rotates the Object by 'angle' degrees around the center.
573
 * Static axis of rotation is given by the last parameter.
574
 *
575
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
576
 * @param axis   Axis of rotation
577
 * @param center Coordinates of the Point we are rotating around.
578
 * @return       ID of the effect added, or -1 if we failed to add one.
579
 */
580
  public long rotate(Data1D angle, Static3D axis, Data3D center )
581
    {   
582
    return mM.add(EffectNames.ROTATE, angle, axis, center);
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Rotates the Object by 'angle' degrees around the center.
588
 * Here both angle and axis can dynamically change.
589
 *
590
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
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(Data4D angleaxis, Data3D center)
595
    {
596
    return mM.add(EffectNames.ROTATE, angleaxis, center);
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
/**
601
 * Rotates the Object by quaternion.
602
 *
603
 * @param quaternion The quaternion describing the rotation.
604
 * @param center     Coordinates of the Point we are rotating around.
605
 * @return           ID of the effect added, or -1 if we failed to add one.
606
 */
607
  public long quaternion(Data4D quaternion, Data3D center )
608
    {
609
    return mM.add(EffectNames.QUATERNION,quaternion,center);
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613
/**
614
 * Shears the Object.
615
 *
616
 * @param shear   The 3-tuple of shear factors. The first controls level
617
 *                of shearing in the X-axis, second - Y-axis and the third -
618
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
619
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
620
 * @param center  Center of shearing, i.e. the point which stays unmoved.
621
 * @return        ID of the effect added, or -1 if we failed to add one.
622
 */
623
  public long shear(Data3D shear, Data3D center)
624
    {
625
    return mM.add(EffectNames.SHEAR, shear, center);
626
    }
627

    
628
///////////////////////////////////////////////////////////////////////////////////////////////////
629
// Fragment-based effects  
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
633
 *        
634
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
635
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
636
 *               Valid range: <0,1>
637
 * @param color  Color to mix. (1,0,0) is RED.
638
 * @param region Region this Effect is limited to.
639
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
640
 * @return       ID of the effect added, or -1 if we failed to add one.
641
 */
642
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
643
    {
644
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
645
    }
646

    
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
/**
649
 * Makes the whole Object smoothly change all three of its RGB components.
650
 *
651
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
652
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
653
 *               Valid range: <0,1>
654
 * @param color  Color to mix. (1,0,0) is RED.
655
 * @return       ID of the effect added, or -1 if we failed to add one.
656
 */
657
  public long chroma(Data1D blend, Data3D color)
658
    {
659
    return mF.add(EffectNames.CHROMA, blend, color);
660
    }
661

    
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
/**
664
 * Makes a certain sub-region of the Object smoothly change its transparency level.
665
 *        
666
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
667
 *               moment: pixel.a *= alpha.
668
 *               Valid range: <0,1>
669
 * @param region Region this Effect is limited to. 
670
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
671
 * @return       ID of the effect added, or -1 if we failed to add one. 
672
 */
673
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
674
    {
675
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
676
    }
677

    
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Makes the whole Object smoothly change its transparency level.
681
 *
682
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
683
 *               given moment: pixel.a *= alpha.
684
 *               Valid range: <0,1>
685
 * @return       ID of the effect added, or -1 if we failed to add one.
686
 */
687
  public long alpha(Data1D alpha)
688
    {
689
    return mF.add(EffectNames.ALPHA, alpha);
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694
 * Makes a certain sub-region of the Object smoothly change its brightness level.
695
 *        
696
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
697
 *                   at any given moment. Valid range: <0,infinity)
698
 * @param region     Region this Effect is limited to.
699
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
700
 * @return           ID of the effect added, or -1 if we failed to add one.
701
 */
702
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
703
    {
704
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
705
    }
706

    
707
///////////////////////////////////////////////////////////////////////////////////////////////////
708
/**
709
 * Makes the whole Object smoothly change its brightness level.
710
 *
711
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
712
 *                   at any given moment. Valid range: <0,infinity)
713
 * @return           ID of the effect added, or -1 if we failed to add one.
714
 */
715
  public long brightness(Data1D brightness)
716
    {
717
    return mF.add(EffectNames.BRIGHTNESS, brightness);
718
    }
719

    
720
///////////////////////////////////////////////////////////////////////////////////////////////////
721
/**
722
 * Makes a certain sub-region of the Object smoothly change its contrast level.
723
 *        
724
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
725
 *                 at any given moment. Valid range: <0,infinity)
726
 * @param region   Region this Effect is limited to.
727
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
728
 * @return         ID of the effect added, or -1 if we failed to add one.
729
 */
730
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
731
    {
732
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
733
    }
734

    
735
///////////////////////////////////////////////////////////////////////////////////////////////////
736
/**
737
 * Makes the whole Object smoothly change its contrast level.
738
 *
739
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
740
 *                 at any given moment. Valid range: <0,infinity)
741
 * @return         ID of the effect added, or -1 if we failed to add one.
742
 */
743
  public long contrast(Data1D contrast)
744
    {
745
    return mF.add(EffectNames.CONTRAST, contrast);
746
    }
747

    
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749
/**
750
 * Makes a certain sub-region of the Object smoothly change its saturation level.
751
 *        
752
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
753
 *                   at any given moment. Valid range: <0,infinity)
754
 * @param region     Region this Effect is limited to.
755
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
756
 * @return           ID of the effect added, or -1 if we failed to add one.
757
 */
758
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
759
    {
760
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
761
    }
762

    
763
///////////////////////////////////////////////////////////////////////////////////////////////////
764
/**
765
 * Makes the whole Object smoothly change its saturation level.
766
 *
767
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
768
 *                   at any given moment. Valid range: <0,infinity)
769
 * @return           ID of the effect added, or -1 if we failed to add one.
770
 */
771
  public long saturation(Data1D saturation)
772
    {
773
    return mF.add(EffectNames.SATURATION, saturation);
774
    }
775

    
776
///////////////////////////////////////////////////////////////////////////////////////////////////
777
// Vertex-based effects  
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779
/**
780
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
781
 *
782
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
783
 *               currently being dragged with.
784
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
785
 * @param region Region that masks the Effect.
786
 * @return       ID of the effect added, or -1 if we failed to add one.
787
 */
788
  public long distort(Data3D vector, Data3D center, Data4D region)
789
    {  
790
    return mV.add(EffectNames.DISTORT, vector, center, region);
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794
/**
795
 * Distort the whole Object by a (possibly changing in time) vector of force.
796
 *
797
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
798
 *               currently being dragged with.
799
 * @param center 3-dimensional Data that, at any given time, returns the Center of 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)
803
    {
804
    return mV.add(EffectNames.DISTORT, vector, center, null);
805
    }
806

    
807
///////////////////////////////////////////////////////////////////////////////////////////////////
808
/**
809
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
810
 * a (possibly changing in time) point on the Object.
811
 *
812
 * @param vector Vector of force that deforms the shape of the whole Object.
813
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
814
 * @param region Region that masks the Effect.
815
 * @return       ID of the effect added, or -1 if we failed to add one.
816
 */
817
  public long deform(Data3D vector, Data3D center, Data4D region)
818
    {
819
    return mV.add(EffectNames.DEFORM, vector, center, region);
820
    }
821

    
822
///////////////////////////////////////////////////////////////////////////////////////////////////
823
/**
824
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
825
 * a (possibly changing in time) point on the Object.
826
 *     
827
 * @param vector Vector of force that deforms the shape of the whole Object.
828
 * @param center 3-dimensional Data that, at any given time, returns the Center of 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)
832
    {  
833
    return mV.add(EffectNames.DEFORM, vector, center, null);
834
    }
835

    
836
///////////////////////////////////////////////////////////////////////////////////////////////////  
837
/**
838
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
839
 * away from the center (degree<=1)
840
 *
841
 * @param sink   The current degree of the Effect.
842
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
843
 * @param region Region that masks the Effect.
844
 * @return       ID of the effect added, or -1 if we failed to add one.
845
 */
846
  public long sink(Data1D sink, Data3D center, Data4D region)
847
    {
848
    return mV.add(EffectNames.SINK, sink, center, region);
849
    }
850

    
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
854
 * away from the center (degree<=1)
855
 *
856
 * @param sink   The current degree of the Effect.
857
 * @param center 3-dimensional Data that, at any given time, returns the Center of 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)
861
    {
862
    return mV.add(EffectNames.SINK, sink, center);
863
    }
864

    
865
///////////////////////////////////////////////////////////////////////////////////////////////////
866
/**
867
 * Pull all points around the center of the Effect towards a line passing through the center
868
 * (that's if degree>=1) or push them away from the line (degree<=1)
869
 *
870
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
871
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
872
 * @param region Region that masks the Effect.
873
 * @return       ID of the effect added, or -1 if we failed to add one.
874
 */
875
  public long pinch(Data2D pinch, Data3D center, Data4D region)
876
    {
877
    return mV.add(EffectNames.PINCH, pinch, center, region);
878
    }
879

    
880
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * Pull all points around the center of the Effect towards a line passing through the center
883
 * (that's if degree>=1) or push them away from the line (degree<=1)
884
 *
885
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
886
 * @param center 3-dimensional Data that, at any given time, returns the Center of 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)
890
    {
891
    return mV.add(EffectNames.PINCH, pinch, center);
892
    }
893

    
894
///////////////////////////////////////////////////////////////////////////////////////////////////  
895
/**
896
 * Rotate part of the Object around the Center of the Effect by a certain angle.
897
 *
898
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
899
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
900
 * @param region Region that masks the Effect.
901
 * @return       ID of the effect added, or -1 if we failed to add one.
902
 */
903
  public long swirl(Data1D swirl, Data3D center, Data4D region)
904
    {    
905
    return mV.add(EffectNames.SWIRL, swirl, center, region);
906
    }
907

    
908
///////////////////////////////////////////////////////////////////////////////////////////////////
909
/**
910
 * Rotate the whole 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
 * @return       ID of the effect added, or -1 if we failed to add one.
915
 */
916
  public long swirl(Data1D swirl, Data3D center)
917
    {
918
    return mV.add(EffectNames.SWIRL, swirl, center);
919
    }
920

    
921
///////////////////////////////////////////////////////////////////////////////////////////////////
922
/**
923
 * Directional, sinusoidal wave effect.
924
 *
925
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
926
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
927
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
928
 *               describe the 'direction' of the wave.
929
 *               <p>
930
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
931
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
932
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
933
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
934
 *               <p>
935
 *               <p>
936
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
937
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
938
 *               will be sine shapes.
939
 *               <p>
940
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
941
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
942
 *               YZ-plane with be sine shapes.
943
 *               <p>
944
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
945
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
946
 *               value if sin at this point.
947
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
948
 * @return       ID of the effect added, or -1 if we failed to add one.
949
 */
950
  public long wave(Data5D wave, Data3D center)
951
    {
952
    return mV.add(EffectNames.WAVE, wave, center, null);
953
    }
954

    
955
///////////////////////////////////////////////////////////////////////////////////////////////////
956
/**
957
 * Directional, sinusoidal wave effect.
958
 *
959
 * @param wave   see {@link DistortedObject#wave(Data5D,Data3D)}
960
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
961
 * @param region Region that masks 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, Data4D region)
965
    {
966
    return mV.add(EffectNames.WAVE, wave, center, region);
967
    }
968
  }
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