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da9b3f07
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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cc62b34a
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Leszek Koltunski
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl //
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da9b3f07
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Leszek Koltunski
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// //
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Leszek Koltunski
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// This file is part of Distorted. //
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da9b3f07
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Leszek Koltunski
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// //
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cc62b34a
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Leszek Koltunski
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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da9b3f07
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Leszek Koltunski
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// //
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cc62b34a
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Leszek Koltunski
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// This library is distributed in the hope that it will be useful, //
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da9b3f07
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Leszek Koltunski
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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cc62b34a
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Leszek Koltunski
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU //
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// Lesser General Public License for more details. //
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da9b3f07
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Leszek Koltunski
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// //
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cc62b34a
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Leszek Koltunski
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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da9b3f07
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Types of Effects one can add to the DistortedEffects queues.
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* <p>
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* Each effect type goes to an independent queue; the queues get executed one-by-one
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* and are each a class descendant from EffectQueue.
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*/
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public enum EffectType
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{
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/**
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* Effects that change the ModelView matrix: Rotations, Moves, Shears, Scales.
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*/
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MATRIX,
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/**
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* Effects that get executed in the Vertex shader: various distortions of the vertices.
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*/
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VERTEX,
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/**
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* Effects executed in the Fragment shader: changes of color, hue, transparency levels, etc.
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*/
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FRAGMENT,
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/**
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* Postprocessing effects done to the texture the first stage fragment shader created
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*/
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POSTPROCESS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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faa3ff56
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Leszek Koltunski
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/**
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* Number of effect types.
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public static final int LENGTH = values().length;
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/**
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* Needed when we do bitwise operations on Effect Types.
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public static final int MASK= (1<<LENGTH)-1;
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da9b3f07
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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faa3ff56
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Leszek Koltunski
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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da9b3f07
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Leszek Koltunski
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public static void reset(int[] maxtable)
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{
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de77a6c5
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Leszek Koltunski
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maxtable[0] =100; // By default, there can be a maximum 100 MATRIX effects in a single
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// EffectQueueMatrix at any given time. This can be changed with a call
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// to EffectQueueMatrix.setMax(int)
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97b6c85e
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Leszek Koltunski
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maxtable[1] = 30; // Max 30 VERTEX Effects
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2b7d2abb
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Leszek Koltunski
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maxtable[2] = 5; // Max 5 FRAGMENT Effects
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Leszek Koltunski
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maxtable[3] = 3; // Max 3 POSTPROCESSING Effects
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da9b3f07
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Leszek Koltunski
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}
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4af5bbe6
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the i-th EffectType.
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* <p>
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* If you want to loop over all possible effect types, you need this.
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*/
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public static EffectType getType(int ordinal)
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{
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return values()[ordinal];
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}
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da9b3f07
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Leszek Koltunski
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}
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