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library / src / main / java / org / distorted / library / DistortedEffects.java @ b9798977

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.content.res.Resources;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static final int POSITION_DATA_SIZE= 3; // Main Program: size of the position data in elements
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  private static final int NORMAL_DATA_SIZE  = 3; // Main Program: size of the normal data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Main Program: size of the texture coordinate data in elements.
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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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  private static boolean[] mEffectEnabled = new boolean[EffectNames.size()];
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  static
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    {
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    int len = EffectNames.size();
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    for(int i=0; i<len; i++)
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      {
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      mEffectEnabled[i] = false;
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      }
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    }
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  /// BLIT PROGRAM ///
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  private static DistortedProgram mBlitProgram;
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  private static int mBlitTextureH;
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  private static int mBlitDepthH;
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  private static final FloatBuffer mQuadPositions;
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  static
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    {
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    float[] positionData= { -0.5f, -0.5f,  -0.5f, 0.5f,  0.5f,-0.5f,  0.5f, 0.5f };
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    mQuadPositions = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mQuadPositions.put(positionData).position(0);
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    }
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  /// DEBUG ONLY /////
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  private static DistortedProgram mDebugProgram;
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  private static int mDebugObjDH;
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  private static int mDebugMVPMatrixH;
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  /// END DEBUG //////
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  private static float[] mMVPMatrix = new float[16];
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  private static float[] mTmpMatrix = new float[16];
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  private static long mNextID =0;
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  private long mID;
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  private EffectQueueMatrix      mM;
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  private EffectQueueFragment    mF;
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  private EffectQueueVertex      mV;
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  private EffectQueuePostprocess mP;
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  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
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    String mainVertHeader= ("#version 100\n");
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    String mainFragHeader= ("#version 100\n");
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    EffectNames name;
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    EffectTypes type;
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    boolean foundF = false;
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    boolean foundV = false;
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    for(int i=0; i<mEffectEnabled.length; i++)
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      {
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      if( mEffectEnabled[i] )
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        {
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        name = EffectNames.getName(i);
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        type = EffectNames.getType(i);
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        if( type == EffectTypes.VERTEX )
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          {
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          mainVertHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundV = true;
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          }
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        else if( type == EffectTypes.FRAGMENT )
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          {
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          mainFragHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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          foundF = true;
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          }
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        }
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      }
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    mainVertHeader += ("#define NUM_VERTEX "   + ( foundV ? getMaxVertex()   : 0 ) + "\n");
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    mainFragHeader += ("#define NUM_FRAGMENT " + ( foundF ? getMaxFragment() : 0 ) + "\n");
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    //android.util.Log.e("Effects", "vertHeader= "+mainVertHeader);
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    //android.util.Log.e("Effects", "fragHeader= "+mainFragHeader);
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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader);
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(mainProgramH);
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    EffectQueueMatrix.getUniforms(mainProgramH);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    // BLIT PROGRAM ////////////////////////////////////
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    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
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    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
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    String blitVertHeader= ("#version 100\n#define NUM_VERTEX 0\n"  );
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    String blitFragHeader= ("#version 100\n#define NUM_FRAGMENT 0\n");
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    mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader);
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    int blitProgramH = mBlitProgram.getProgramHandle();
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    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
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    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
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    // DEBUG ONLY //////////////////////////////////////
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    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
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    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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    mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, "#version 100\n", "#version 100\n");
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    int debugProgramH = mDebugProgram.getProgramHandle();
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    mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD");
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    mDebugMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
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    // END DEBUG  //////////////////////////////////////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
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      {
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      mP = d.mP;
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      postprocessCloned = true;
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      }
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    else
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      {
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      mP = new EffectQueuePostprocess(mID);
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      postprocessCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// DEBUG ONLY
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  @SuppressWarnings("unused")
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  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedOutputSurface surface, float[] mvp, float[] vertices)
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    {
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    int len  = vertices.length/3;
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    int minx = Integer.MAX_VALUE;
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    int maxx = Integer.MIN_VALUE;
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    int miny = Integer.MAX_VALUE;
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    int maxy = Integer.MIN_VALUE;
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    int wx,wy;
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    float x,y,z, X,Y,W, ndcX,ndcY;
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    for(int i=0; i<len; i++)
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      {
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      x = 2*halfX*vertices[3*i  ];
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      y = 2*halfY*vertices[3*i+1];
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      z = 2*halfZ*vertices[3*i+2];
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      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
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      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
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      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
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      ndcX = X/W;
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      ndcY = Y/W;
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      wx = (int)(surface.mWidth *(ndcX+1)/2);
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      wy = (int)(surface.mHeight*(ndcY+1)/2);
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      if( wx<minx ) minx = wx;
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      if( wx>maxx ) maxx = wx;
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      if( wy<miny ) miny = wy;
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      if( wy>maxy ) maxy = wy;
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      }
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    mDebugProgram.useProgram();
267
    surface.setAsOutput();
268

    
269
    Matrix.setIdentityM( mTmpMatrix, 0);
270
    Matrix.translateM  ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance);
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    Matrix.scaleM      ( mTmpMatrix, 0, (float)(maxx-minx)/(2*halfX), (float)(maxy-miny)/(2*halfY), 1.0f);
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    Matrix.translateM  ( mTmpMatrix, 0, halfX,-halfY, 0);
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    Matrix.multiplyMM  ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0);
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    GLES30.glUniform2f(mDebugObjDH, 2*halfX, 2*halfY);
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    GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0);
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278
    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
279
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
280
    }
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282
///////////////////////////////////////////////////////////////////////////////////////////////////
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284
  DistortedFramebuffer getPostprocessingBuffer()
285
    {
286
    return mP.mNumEffects==0 ? null : mP.mMainBuffer;
287
    }
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289
///////////////////////////////////////////////////////////////////////////////////////////////////
290

    
291
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
292
    {
293
    mM.compute(currTime);
294
    mV.compute(currTime);
295
    mF.compute(currTime);
296
    mP.compute(currTime);
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298
    float halfZ = halfW*mesh.zFactor;
299
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight);
300

    
301
    mMainProgram.useProgram();
302
    GLES30.glUniform1i(mMainTextureH, 0);
303
    surface.setAsOutput();
304
    mM.send(surface,halfW,halfH,halfZ);
305
    mV.send(halfW,halfH,halfZ);
306
    mF.send(halfW,halfH);
307
    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mesh.mMeshPositions);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, mesh.mMeshNormals);
309
    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, mesh.mMeshTexture);
310
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
311

    
312
    /// DEBUG ONLY //////
313
    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
314
    /// END DEBUG ///////
315
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
318
   
319
  static void blitPriv(DistortedOutputSurface projection)
320
    {
321
    mBlitProgram.useProgram();
322

    
323
    GLES30.glViewport(0, 0, projection.mWidth, projection.mHeight);
324
    GLES30.glUniform1i(mBlitTextureH, 0);
325
    GLES30.glUniform1f( mBlitDepthH , 1.0f-projection.mNear);
326
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
327
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
328
    }
329
    
330
///////////////////////////////////////////////////////////////////////////////////////////////////
331
   
332
  private void releasePriv()
333
    {
334
    if( !matrixCloned     ) mM.abortAll(false);
335
    if( !vertexCloned     ) mV.abortAll(false);
336
    if( !fragmentCloned   ) mF.abortAll(false);
337
    if( !postprocessCloned) mP.abortAll(false);
338

    
339
    mM = null;
340
    mV = null;
341
    mF = null;
342
    mP = null;
343
    }
344

    
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346

    
347
  static void onDestroy()
348
    {
349
    mNextID = 0;
350

    
351
    int len = EffectNames.size();
352

    
353
    for(int i=0; i<len; i++)
354
      {
355
      mEffectEnabled[i] = false;
356
      }
357
    }
358

    
359
///////////////////////////////////////////////////////////////////////////////////////////////////
360
// PUBLIC API
361
///////////////////////////////////////////////////////////////////////////////////////////////////
362
/**
363
 * Create empty effect queue.
364
 */
365
  public DistortedEffects()
366
    {
367
    mID = ++mNextID;
368
    initializeEffectLists(this,0);
369
    }
370

    
371
///////////////////////////////////////////////////////////////////////////////////////////////////
372
/**
373
 * Copy constructor.
374
 * <p>
375
 * Whatever we do not clone gets created just like in the default constructor.
376
 *
377
 * @param dc    Source object to create our object from
378
 * @param flags A bitmask of values specifying what to copy.
379
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
380
 */
381
  public DistortedEffects(DistortedEffects dc, int flags)
382
    {
383
    mID = ++mNextID;
384
    initializeEffectLists(dc,flags);
385
    }
386

    
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388
/**
389
 * Releases all resources. After this call, the queue should not be used anymore.
390
 */
391
  public synchronized void delete()
392
    {
393
    releasePriv();
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397
/**
398
 * Returns unique ID of this instance.
399
 *
400
 * @return ID of the object.
401
 */
402
  public long getID()
403
      {
404
      return mID;
405
      }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
/**
409
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
410
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
411
 * 
412
 * @param el A class implementing the EffectListener interface that wants to get notifications.
413
 */
414
  public void registerForMessages(EffectListener el)
415
    {
416
    mV.registerForMessages(el);
417
    mF.registerForMessages(el);
418
    mM.registerForMessages(el);
419
    mP.registerForMessages(el);
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Removes the calling class from the list of Listeners.
425
 * 
426
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
427
 */
428
  public void deregisterForMessages(EffectListener el)
429
    {
430
    mV.deregisterForMessages(el);
431
    mF.deregisterForMessages(el);
432
    mM.deregisterForMessages(el);
433
    mP.deregisterForMessages(el);
434
    }
435

    
436
///////////////////////////////////////////////////////////////////////////////////////////////////
437
/**
438
 * Aborts all Effects.
439
 * @return Number of effects aborted.
440
 */
441
  public int abortAllEffects()
442
      {
443
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
444
      }
445

    
446
///////////////////////////////////////////////////////////////////////////////////////////////////
447
/**
448
 * Aborts all Effects of a given type, for example all MATRIX Effects.
449
 * 
450
 * @param type one of the constants defined in {@link EffectTypes}
451
 * @return Number of effects aborted.
452
 */
453
  public int abortEffects(EffectTypes type)
454
    {
455
    switch(type)
456
      {
457
      case MATRIX     : return mM.abortAll(true);
458
      case VERTEX     : return mV.abortAll(true);
459
      case FRAGMENT   : return mF.abortAll(true);
460
      case POSTPROCESS: return mP.abortAll(true);
461
      default         : return 0;
462
      }
463
    }
464
    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466
/**
467
 * Aborts a single Effect.
468
 * 
469
 * @param id ID of the Effect we want to abort.
470
 * @return number of Effects aborted. Always either 0 or 1.
471
 */
472
  public int abortEffect(long id)
473
    {
474
    int type = (int)(id&EffectTypes.MASK);
475

    
476
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
477
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
478
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
479
    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
480

    
481
    return 0;
482
    }
483

    
484
///////////////////////////////////////////////////////////////////////////////////////////////////
485
/**
486
 * Abort all Effects of a given name, for example all rotations.
487
 * 
488
 * @param name one of the constants defined in {@link EffectNames}
489
 * @return number of Effects aborted.
490
 */
491
  public int abortEffects(EffectNames name)
492
    {
493
    switch(name.getType())
494
      {
495
      case MATRIX     : return mM.removeByType(name);
496
      case VERTEX     : return mV.removeByType(name);
497
      case FRAGMENT   : return mF.removeByType(name);
498
      case POSTPROCESS: return mP.removeByType(name);
499
      default         : return 0;
500
      }
501
    }
502
    
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504
/**
505
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
506
 * 
507
 * @param id Effect ID we want to print info about
508
 * @return <code>true</code> if a single Effect of type effectType has been found.
509
 */
510
    
511
  public boolean printEffect(long id)
512
    {
513
    int type = (int)(id&EffectTypes.MASK);
514

    
515
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
516
    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
517
    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
518
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
519

    
520
    return false;
521
    }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * Enables a given Effect.
526
 * <p>
527
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
528
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
529
 * The point: by enabling only the effects we need, we can optimize the shaders.
530
 *
531
 * @param name Name of the Effect to enable.
532
 */
533
  public static void enableEffect(EffectNames name)
534
    {
535
    mEffectEnabled[name.ordinal()] = true;
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * Returns the maximum number of Matrix effects.
541
 *
542
 * @return The maximum number of Matrix effects
543
 */
544
  public static int getMaxMatrix()
545
    {
546
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Returns the maximum number of Vertex effects.
552
 *
553
 * @return The maximum number of Vertex effects
554
 */
555
  public static int getMaxVertex()
556
    {
557
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
558
    }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * Returns the maximum number of Fragment effects.
563
 *
564
 * @return The maximum number of Fragment effects
565
 */
566
  public static int getMaxFragment()
567
    {
568
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572
/**
573
 * Returns the maximum number of Postprocess effects.
574
 *
575
 * @return The maximum number of Postprocess effects
576
 */
577
  public static int getMaxPostprocess()
578
    {
579
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
580
    }
581

    
582
///////////////////////////////////////////////////////////////////////////////////////////////////
583
/**
584
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
585
 * This can fail if:
586
 * <ul>
587
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
588
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
589
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
590
 *     time only decreasing the value of 'max' is permitted.
591
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
592
 * </ul>
593
 *
594
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
595
 *            than Byte.MAX_VALUE
596
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
597
 */
598
  public static boolean setMaxMatrix(int max)
599
    {
600
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
601
    }
602

    
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604
/**
605
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
606
 * This can fail if:
607
 * <ul>
608
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
609
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
610
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
611
 *     time only decreasing the value of 'max' is permitted.
612
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
613
 * </ul>
614
 *
615
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
616
 *            than Byte.MAX_VALUE
617
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
618
 */
619
  public static boolean setMaxVertex(int max)
620
    {
621
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
622
    }
623

    
624
///////////////////////////////////////////////////////////////////////////////////////////////////
625
/**
626
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
627
 * This can fail if:
628
 * <ul>
629
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
630
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
631
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
632
 *     time only decreasing the value of 'max' is permitted.
633
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
634
 * </ul>
635
 *
636
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
637
 *            than Byte.MAX_VALUE
638
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
639
 */
640
  public static boolean setMaxFragment(int max)
641
    {
642
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
/**
647
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
648
 * This can fail if:
649
 * <ul>
650
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
651
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
652
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
653
 *     time only decreasing the value of 'max' is permitted.
654
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
655
 * </ul>
656
 *
657
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
658
 *            than Byte.MAX_VALUE
659
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
660
 */
661
  public static boolean setMaxPostprocess(int max)
662
    {
663
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
664
    }
665

    
666
///////////////////////////////////////////////////////////////////////////////////////////////////   
667
///////////////////////////////////////////////////////////////////////////////////////////////////
668
// Individual effect functions.
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670
// Matrix-based effects
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672
/**
673
 * Moves the Object by a (possibly changing in time) vector.
674
 * 
675
 * @param vector 3-dimensional Data which at any given time will return a Static3D
676
 *               representing the current coordinates of the vector we want to move the Object with.
677
 * @return       ID of the effect added, or -1 if we failed to add one.
678
 */
679
  public long move(Data3D vector)
680
    {   
681
    return mM.add(EffectNames.MOVE,vector);
682
    }
683

    
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
/**
686
 * Scales the Object by (possibly changing in time) 3D scale factors.
687
 * 
688
 * @param scale 3-dimensional Data which at any given time returns a Static3D
689
 *              representing the current x- , y- and z- scale factors.
690
 * @return      ID of the effect added, or -1 if we failed to add one.
691
 */
692
  public long scale(Data3D scale)
693
    {   
694
    return mM.add(EffectNames.SCALE,scale);
695
    }
696

    
697
///////////////////////////////////////////////////////////////////////////////////////////////////
698
/**
699
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
700
 *
701
 * @param scale The factor to scale all 3 dimensions with.
702
 * @return      ID of the effect added, or -1 if we failed to add one.
703
 */
704
  public long scale(float scale)
705
    {
706
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
707
    }
708

    
709
///////////////////////////////////////////////////////////////////////////////////////////////////
710
/**
711
 * Rotates the Object by 'angle' degrees around the center.
712
 * Static axis of rotation is given by the last parameter.
713
 *
714
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
715
 * @param axis   Axis of rotation
716
 * @param center Coordinates of the Point we are rotating around.
717
 * @return       ID of the effect added, or -1 if we failed to add one.
718
 */
719
  public long rotate(Data1D angle, Static3D axis, Data3D center )
720
    {   
721
    return mM.add(EffectNames.ROTATE, angle, axis, center);
722
    }
723

    
724
///////////////////////////////////////////////////////////////////////////////////////////////////
725
/**
726
 * Rotates the Object by 'angle' degrees around the center.
727
 * Here both angle and axis can dynamically change.
728
 *
729
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
730
 * @param center    Coordinates of the Point we are rotating around.
731
 * @return          ID of the effect added, or -1 if we failed to add one.
732
 */
733
  public long rotate(Data4D angleaxis, Data3D center)
734
    {
735
    return mM.add(EffectNames.ROTATE, angleaxis, center);
736
    }
737

    
738
///////////////////////////////////////////////////////////////////////////////////////////////////
739
/**
740
 * Rotates the Object by quaternion.
741
 *
742
 * @param quaternion The quaternion describing the rotation.
743
 * @param center     Coordinates of the Point we are rotating around.
744
 * @return           ID of the effect added, or -1 if we failed to add one.
745
 */
746
  public long quaternion(Data4D quaternion, Data3D center )
747
    {
748
    return mM.add(EffectNames.QUATERNION,quaternion,center);
749
    }
750

    
751
///////////////////////////////////////////////////////////////////////////////////////////////////
752
/**
753
 * Shears the Object.
754
 *
755
 * @param shear   The 3-tuple of shear factors. The first controls level
756
 *                of shearing in the X-axis, second - Y-axis and the third -
757
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
758
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
759
 * @param center  Center of shearing, i.e. the point which stays unmoved.
760
 * @return        ID of the effect added, or -1 if we failed to add one.
761
 */
762
  public long shear(Data3D shear, Data3D center)
763
    {
764
    return mM.add(EffectNames.SHEAR, shear, center);
765
    }
766

    
767
///////////////////////////////////////////////////////////////////////////////////////////////////
768
// Fragment-based effects  
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770
/**
771
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
772
 *        
773
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
774
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
775
 *               Valid range: <0,1>
776
 * @param color  Color to mix. (1,0,0) is RED.
777
 * @param region Region this Effect is limited to.
778
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
779
 * @return       ID of the effect added, or -1 if we failed to add one.
780
 */
781
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
782
    {
783
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
784
    }
785

    
786
///////////////////////////////////////////////////////////////////////////////////////////////////
787
/**
788
 * Makes the whole Object smoothly change all three of its RGB components.
789
 *
790
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
791
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
792
 *               Valid range: <0,1>
793
 * @param color  Color to mix. (1,0,0) is RED.
794
 * @return       ID of the effect added, or -1 if we failed to add one.
795
 */
796
  public long chroma(Data1D blend, Data3D color)
797
    {
798
    return mF.add(EffectNames.CHROMA, blend, color);
799
    }
800

    
801
///////////////////////////////////////////////////////////////////////////////////////////////////
802
/**
803
 * Makes a certain sub-region of the Object smoothly change its transparency level.
804
 *        
805
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
806
 *               moment: pixel.a *= alpha.
807
 *               Valid range: <0,1>
808
 * @param region Region this Effect is limited to. 
809
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
810
 * @return       ID of the effect added, or -1 if we failed to add one. 
811
 */
812
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
813
    {
814
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
815
    }
816

    
817
///////////////////////////////////////////////////////////////////////////////////////////////////
818
/**
819
 * Makes the whole Object smoothly change its transparency level.
820
 *
821
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
822
 *               given moment: pixel.a *= alpha.
823
 *               Valid range: <0,1>
824
 * @return       ID of the effect added, or -1 if we failed to add one.
825
 */
826
  public long alpha(Data1D alpha)
827
    {
828
    return mF.add(EffectNames.ALPHA, alpha);
829
    }
830

    
831
///////////////////////////////////////////////////////////////////////////////////////////////////
832
/**
833
 * Makes a certain sub-region of the Object smoothly change its brightness level.
834
 *        
835
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
836
 *                   at any given moment. Valid range: <0,infinity)
837
 * @param region     Region this Effect is limited to.
838
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
839
 * @return           ID of the effect added, or -1 if we failed to add one.
840
 */
841
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
842
    {
843
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
844
    }
845

    
846
///////////////////////////////////////////////////////////////////////////////////////////////////
847
/**
848
 * Makes the whole Object smoothly change its brightness level.
849
 *
850
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
851
 *                   at any given moment. Valid range: <0,infinity)
852
 * @return           ID of the effect added, or -1 if we failed to add one.
853
 */
854
  public long brightness(Data1D brightness)
855
    {
856
    return mF.add(EffectNames.BRIGHTNESS, brightness);
857
    }
858

    
859
///////////////////////////////////////////////////////////////////////////////////////////////////
860
/**
861
 * Makes a certain sub-region of the Object smoothly change its contrast level.
862
 *        
863
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
864
 *                 at any given moment. Valid range: <0,infinity)
865
 * @param region   Region this Effect is limited to.
866
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
867
 * @return         ID of the effect added, or -1 if we failed to add one.
868
 */
869
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
870
    {
871
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
872
    }
873

    
874
///////////////////////////////////////////////////////////////////////////////////////////////////
875
/**
876
 * Makes the whole Object smoothly change its contrast level.
877
 *
878
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
879
 *                 at any given moment. Valid range: <0,infinity)
880
 * @return         ID of the effect added, or -1 if we failed to add one.
881
 */
882
  public long contrast(Data1D contrast)
883
    {
884
    return mF.add(EffectNames.CONTRAST, contrast);
885
    }
886

    
887
///////////////////////////////////////////////////////////////////////////////////////////////////
888
/**
889
 * Makes a certain sub-region of the Object smoothly change its saturation level.
890
 *        
891
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
892
 *                   at any given moment. Valid range: <0,infinity)
893
 * @param region     Region this Effect is limited to.
894
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
895
 * @return           ID of the effect added, or -1 if we failed to add one.
896
 */
897
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
898
    {
899
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
900
    }
901

    
902
///////////////////////////////////////////////////////////////////////////////////////////////////
903
/**
904
 * Makes the whole Object smoothly change its saturation level.
905
 *
906
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
907
 *                   at any given moment. Valid range: <0,infinity)
908
 * @return           ID of the effect added, or -1 if we failed to add one.
909
 */
910
  public long saturation(Data1D saturation)
911
    {
912
    return mF.add(EffectNames.SATURATION, saturation);
913
    }
914

    
915
///////////////////////////////////////////////////////////////////////////////////////////////////
916
// Vertex-based effects  
917
///////////////////////////////////////////////////////////////////////////////////////////////////
918
/**
919
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
920
 *
921
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
922
 *               currently being dragged with.
923
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
924
 * @param region Region that masks the Effect.
925
 * @return       ID of the effect added, or -1 if we failed to add one.
926
 */
927
  public long distort(Data3D vector, Data3D center, Data4D region)
928
    {  
929
    return mV.add(EffectNames.DISTORT, vector, center, region);
930
    }
931

    
932
///////////////////////////////////////////////////////////////////////////////////////////////////
933
/**
934
 * Distort the whole Object by a (possibly changing in time) vector of force.
935
 *
936
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
937
 *               currently being dragged with.
938
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
939
 * @return       ID of the effect added, or -1 if we failed to add one.
940
 */
941
  public long distort(Data3D vector, Data3D center)
942
    {
943
    return mV.add(EffectNames.DISTORT, vector, center, null);
944
    }
945

    
946
///////////////////////////////////////////////////////////////////////////////////////////////////
947
/**
948
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
949
 * a (possibly changing in time) point on the Object.
950
 *
951
 * @param vector Vector of force that deforms the shape of the whole Object.
952
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
953
 * @param region Region that masks the Effect.
954
 * @return       ID of the effect added, or -1 if we failed to add one.
955
 */
956
  public long deform(Data3D vector, Data3D center, Data4D region)
957
    {
958
    return mV.add(EffectNames.DEFORM, vector, center, region);
959
    }
960

    
961
///////////////////////////////////////////////////////////////////////////////////////////////////
962
/**
963
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
964
 * a (possibly changing in time) point on the Object.
965
 *     
966
 * @param vector Vector of force that deforms the shape of the whole Object.
967
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
968
 * @return       ID of the effect added, or -1 if we failed to add one.
969
 */
970
  public long deform(Data3D vector, Data3D center)
971
    {  
972
    return mV.add(EffectNames.DEFORM, vector, center, null);
973
    }
974

    
975
///////////////////////////////////////////////////////////////////////////////////////////////////  
976
/**
977
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
978
 * away from the center (degree<=1)
979
 *
980
 * @param sink   The current degree of the Effect.
981
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
982
 * @param region Region that masks the Effect.
983
 * @return       ID of the effect added, or -1 if we failed to add one.
984
 */
985
  public long sink(Data1D sink, Data3D center, Data4D region)
986
    {
987
    return mV.add(EffectNames.SINK, sink, center, region);
988
    }
989

    
990
///////////////////////////////////////////////////////////////////////////////////////////////////
991
/**
992
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
993
 * away from the center (degree<=1)
994
 *
995
 * @param sink   The current degree of the Effect.
996
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
997
 * @return       ID of the effect added, or -1 if we failed to add one.
998
 */
999
  public long sink(Data1D sink, Data3D center)
1000
    {
1001
    return mV.add(EffectNames.SINK, sink, center);
1002
    }
1003

    
1004
///////////////////////////////////////////////////////////////////////////////////////////////////
1005
/**
1006
 * Pull all points around the center of the Effect towards a line passing through the center
1007
 * (that's if degree>=1) or push them away from the line (degree<=1)
1008
 *
1009
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1010
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1011
 * @param region Region that masks the Effect.
1012
 * @return       ID of the effect added, or -1 if we failed to add one.
1013
 */
1014
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1015
    {
1016
    return mV.add(EffectNames.PINCH, pinch, center, region);
1017
    }
1018

    
1019
///////////////////////////////////////////////////////////////////////////////////////////////////
1020
/**
1021
 * Pull all points around the center of the Effect towards a line passing through the center
1022
 * (that's if degree>=1) or push them away from the line (degree<=1)
1023
 *
1024
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1025
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1026
 * @return       ID of the effect added, or -1 if we failed to add one.
1027
 */
1028
  public long pinch(Data2D pinch, Data3D center)
1029
    {
1030
    return mV.add(EffectNames.PINCH, pinch, center);
1031
    }
1032

    
1033
///////////////////////////////////////////////////////////////////////////////////////////////////  
1034
/**
1035
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1036
 *
1037
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1038
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1039
 * @param region Region that masks the Effect.
1040
 * @return       ID of the effect added, or -1 if we failed to add one.
1041
 */
1042
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1043
    {    
1044
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1045
    }
1046

    
1047
///////////////////////////////////////////////////////////////////////////////////////////////////
1048
/**
1049
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1050
 *
1051
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1052
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1053
 * @return       ID of the effect added, or -1 if we failed to add one.
1054
 */
1055
  public long swirl(Data1D swirl, Data3D center)
1056
    {
1057
    return mV.add(EffectNames.SWIRL, swirl, center);
1058
    }
1059

    
1060
///////////////////////////////////////////////////////////////////////////////////////////////////
1061
/**
1062
 * Directional, sinusoidal wave effect.
1063
 *
1064
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1065
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1066
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1067
 *               describe the 'direction' of the wave.
1068
 *               <p>
1069
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1070
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1071
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1072
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1073
 *               <p>
1074
 *               <p>
1075
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1076
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1077
 *               will be sine shapes.
1078
 *               <p>
1079
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1080
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1081
 *               YZ-plane with be sine shapes.
1082
 *               <p>
1083
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1084
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1085
 *               value if sin at this point.
1086
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1087
 * @return       ID of the effect added, or -1 if we failed to add one.
1088
 */
1089
  public long wave(Data5D wave, Data3D center)
1090
    {
1091
    return mV.add(EffectNames.WAVE, wave, center, null);
1092
    }
1093

    
1094
///////////////////////////////////////////////////////////////////////////////////////////////////
1095
/**
1096
 * Directional, sinusoidal wave effect.
1097
 *
1098
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1099
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1100
 * @param region Region that masks the Effect.
1101
 * @return       ID of the effect added, or -1 if we failed to add one.
1102
 */
1103
  public long wave(Data5D wave, Data3D center, Data4D region)
1104
    {
1105
    return mV.add(EffectNames.WAVE, wave, center, region);
1106
    }
1107

    
1108
///////////////////////////////////////////////////////////////////////////////////////////////////
1109
// Postprocess-based effects
1110
///////////////////////////////////////////////////////////////////////////////////////////////////
1111
/**
1112
 * Blur the object.
1113
 *
1114
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
1115
 *               take into account 10 pixels in each direction.
1116
 * @return ID of the effect added, or -1 if we failed to add one.
1117
 */
1118
  public long blur(Data1D radius)
1119
    {
1120
    return mP.add(EffectNames.BLUR, radius);
1121
    }
1122
  }
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