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d333eb6b
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Leszek Koltunski
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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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6a06a912
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Leszek Koltunski
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package org.distorted.library;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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476bbc81
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Leszek Koltunski
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/**
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* Names of Effects one can apply to DistortedObjects.
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0df17fad
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Leszek Koltunski
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* <p>
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Leszek Koltunski
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* Effect's 'Type' is one of the constants defined in {@see EffectTypes}.
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* </p>
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* <p>
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* Effect's 'Uniforms' are a vector of 7 (matrix effects) 9 (vertex) or 8 (fragment) floats, which
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* together form full information how to compute a given effect.
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* Typically, some of those values will be Interpolated in CPU (by one of the 'EffectQueueX.compute()'
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* methods) and the effect of such Interpolation sent to the Shaders.
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* </p>
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* <p>
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* Effect's 'Unity' is such a particular vector of its 'interpolated values' which makes the
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* effect NULL. For example, if the effect is 'MOVE' by a 3-dimensional vector, then a 'NULL
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* MOVE' is a MOVE by vector (0,0,0), thus (0,0,0) is the unity of the MOVE effect.
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* This is used by the EffectQueue classes to decide if the final form of the Effect is NULL - and
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* thus if it can safely be removed from Effect Queues without affecting the visual in any way.
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* </p>
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476bbc81
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Leszek Koltunski
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*/
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public enum EffectNames
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6a06a912
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Leszek Koltunski
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{
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// EFFECT NAME /////// EFFECT TYPE ////////////// UNITY /////////////////////////
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0df17fad
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Leszek Koltunski
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/////////////////////////////////////////////////////////////////////////////////
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// MATRIX EFFECTS.
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// Always 7 Uniforms: 4 per-effect interpolated values + 3 dimensional center.
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/**
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* Rotate the whole Object around a center point (in angle-axis notation).
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* <p>
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Leszek Koltunski
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* Uniforms: (angle,axisX,axisY,axisZ,centerX,centerY,centerZ)
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0df17fad
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Leszek Koltunski
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* Unity: angle==0
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*/
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1e438fc7
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Leszek Koltunski
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ROTATE ( EffectTypes.MATRIX , new float[] {0.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Rotate the whole Object around a center point (in quaternion notation).
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* <p>
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Leszek Koltunski
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* Uniforms: (quatX,quatY,quatZ,quatW,centerX,centerY,centerZ)
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0df17fad
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Leszek Koltunski
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* Unity: (quatX,quatY,quatZ) = (0,0,0)
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*/
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QUATERNION ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ),
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/**
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* Move the whole Object by a vector.
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* <p>
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Leszek Koltunski
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* Uniforms: (vectorX,vectorY,vectorZ,UNUSED,UNUSED,UNUSED,UNUSED)
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0df17fad
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Leszek Koltunski
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* Unity: (vectorX,vectorY,vectorZ) = (0,0,0)
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*/
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1e438fc7
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Leszek Koltunski
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MOVE ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Scale the whole Object independently in all 3 dimensions.
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* <p>
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e25d0dde
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* Uniforms: (scaleX,scaleY,scaleZ,UNUSED,UNUSED,UNUSED,UNUSED)
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0df17fad
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Leszek Koltunski
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* Unity: (scaleX,scaleY,scaleZ) = (1,1,1)
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*/
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1e438fc7
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Leszek Koltunski
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SCALE ( EffectTypes.MATRIX , new float[] {1.0f,1.0f,1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Shear the whole Object in 3 dimensions around a center point.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (shearX,shearY,shearZ,UNUSED,centerX,centerY,centerZ)
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0df17fad
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Leszek Koltunski
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* Unity: (shearX,shearY,shearZ) = (0,0,0)
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*/
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1e438fc7
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Leszek Koltunski
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SHEAR ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ),
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// add new Matrix effects here...
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0df17fad
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Leszek Koltunski
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/////////////////////////////////////////////////////////////////////////////////
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// VERTEX EFFECTS
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// Always 9 Uniforms: 3 per-effect interpolated values, 4-dimensional Region,
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// 2-dimensional center of the effect.
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/**
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* Apply a 3D vector of force to area around a point on the surface of the Object.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (forceX,forceY,forceZ,regionX,regionY,regionRX,regionRY,centerX,centerY)
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0df17fad
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Leszek Koltunski
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* Unity: (forceX,forceY,forceZ) = (0,0,0)
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*/
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Leszek Koltunski
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DISTORT ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Deform the whole Object by applying a 2D vector of force to a center point.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (forceX,forceY,UNUSED,UNUSED,UNUSED,UNUSED,UNUSED,centerX,centerY)
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0df17fad
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Leszek Koltunski
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* Unity: (forceX,forceY) = (0,0)
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*/
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1e438fc7
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Leszek Koltunski
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DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Pull (or push away) all points around a center point to (from) it.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (sinkFactor,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
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0df17fad
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Leszek Koltunski
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* Unity: sinkFactor = 1
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*/
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1e438fc7
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Leszek Koltunski
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SINK ( EffectTypes.VERTEX , new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Smoothly rotate a limited area around a center point.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (swirlAngle,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
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0df17fad
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Leszek Koltunski
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* Unity: swirlAngle = 0
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*/
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1e438fc7
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Leszek Koltunski
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SWIRL ( EffectTypes.VERTEX , new float[] {0.0f} ),
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6a06a912
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Leszek Koltunski
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// add new Vertex Effects here...
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0df17fad
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Leszek Koltunski
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/////////////////////////////////////////////////////////////////////////////////
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// FRAGMENT EFFECTS
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// Always 8 Uniforms: 4-per effect interpolated values, 4 dimensional Region.
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/**
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* Create square-shaped macroblocks.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (macroblockSize,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: macroblockSize = 1
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*/
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e8c81a8e
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Leszek Koltunski
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MACROBLOCK ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Make a given Region (partially) transparent.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: transparencyLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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ALPHA ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Make a given Region (partially) transparent.
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* Effect smoothly fades towards the edges of the region.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: transparencyLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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SMOOTH_ALPHA ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Blend current color in the texture with a given color.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: blendLevel = 0
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*/
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1e438fc7
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Leszek Koltunski
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CHROMA ( EffectTypes.FRAGMENT, new float[] {0.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Smoothly blend current color in the texture with a given color.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: blendLevel = 0
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*/
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1e438fc7
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Leszek Koltunski
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SMOOTH_CHROMA ( EffectTypes.FRAGMENT, new float[] {0.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Change brightness level of a given Region.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: brightnessLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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BRIGHTNESS ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Smoothly change brightness level of a given Region.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: brightnessLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Change saturation level of a given Region.
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* <p>
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e25d0dde
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Leszek Koltunski
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* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: saturationLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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SATURATION ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Smoothly change saturation level of a given Region.
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* <p>
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183 |
e25d0dde
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Leszek Koltunski
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* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: saturationLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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SMOOTH_SATURATION( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Change contrast level of a given Region.
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* <p>
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190 |
e25d0dde
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Leszek Koltunski
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* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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191 |
0df17fad
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Leszek Koltunski
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* Unity: contrastLevel = 1
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*/
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1e438fc7
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Leszek Koltunski
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CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
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0df17fad
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Leszek Koltunski
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/**
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* Smoothly change contrast level of a given Region.
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196 |
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* <p>
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197 |
e25d0dde
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Leszek Koltunski
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* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
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0df17fad
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Leszek Koltunski
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* Unity: contrastLevel = 1
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*/
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SMOOTH_CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} );
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6a06a912
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Leszek Koltunski
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// add new Fragment effects here...
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static final int MAXDIM = 4; // maximum supported dimension of an effect
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e8c81a8e
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Leszek Koltunski
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private final EffectTypes type;
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private final float[] unity;
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6a06a912
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Leszek Koltunski
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e8c81a8e
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Leszek Koltunski
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private static final float[] unities;
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private static final int[] dimensions;
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private static final EffectNames[] names;
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6a06a912
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Leszek Koltunski
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static
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{
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int len = values().length;
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int i=0;
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dimensions = new int[len];
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unities = new float[MAXDIM*len];
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e8c81a8e
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Leszek Koltunski
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names = new EffectNames[len];
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6a06a912
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Leszek Koltunski
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for(EffectNames name: EffectNames.values())
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{
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225 |
b3618cb5
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Leszek Koltunski
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dimensions[i] = (name.unity==null ? 0 : name.unity.length);
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226 |
e8c81a8e
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Leszek Koltunski
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names[i] = name;
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6a06a912
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Leszek Koltunski
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switch(dimensions[i])
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{
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case 4: unities[MAXDIM*i+3] = name.unity[3];
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case 3: unities[MAXDIM*i+2] = name.unity[2];
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case 2: unities[MAXDIM*i+1] = name.unity[1];
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233 |
0318e7e3
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Leszek Koltunski
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case 1: unities[MAXDIM*i ] = name.unity[0];
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6a06a912
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Leszek Koltunski
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case 0: break;
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}
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i++;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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243 |
1e438fc7
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Leszek Koltunski
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EffectNames(EffectTypes type, float[] unity)
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6a06a912
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Leszek Koltunski
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{
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this.type = type;
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this.unity= unity;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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250 |
c6e1c219
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Leszek Koltunski
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251 |
1e438fc7
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Leszek Koltunski
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static EffectTypes getType(int ordinal)
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6a06a912
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Leszek Koltunski
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{
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253 |
e8c81a8e
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Leszek Koltunski
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return names[ordinal].type;
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}
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255 |
b3618cb5
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Leszek Koltunski
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256 |
e8c81a8e
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Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
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257 |
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static EffectNames getName(int ordinal)
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259 |
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{
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return names[ordinal];
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261 |
6a06a912
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Leszek Koltunski
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}
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262 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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264 |
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static void fillWithUnities(int ordinal, float[] buffer, int index)
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|
|
{
|
267 |
|
|
switch(dimensions[ordinal])
|
268 |
|
|
{
|
269 |
|
|
case 0: break;
|
270 |
0318e7e3
|
Leszek Koltunski
|
case 1: buffer[index ]=unities[MAXDIM*ordinal ];
|
271 |
6a06a912
|
Leszek Koltunski
|
break;
|
272 |
0318e7e3
|
Leszek Koltunski
|
case 2: buffer[index ]=unities[MAXDIM*ordinal ];
|
273 |
6a06a912
|
Leszek Koltunski
|
buffer[index+1]=unities[MAXDIM*ordinal+1];
|
274 |
|
|
break;
|
275 |
0318e7e3
|
Leszek Koltunski
|
case 3: buffer[index ]=unities[MAXDIM*ordinal ];
|
276 |
6a06a912
|
Leszek Koltunski
|
buffer[index+1]=unities[MAXDIM*ordinal+1];
|
277 |
|
|
buffer[index+2]=unities[MAXDIM*ordinal+2];
|
278 |
|
|
break;
|
279 |
0318e7e3
|
Leszek Koltunski
|
case 4: buffer[index ]=unities[MAXDIM*ordinal ];
|
280 |
6a06a912
|
Leszek Koltunski
|
buffer[index+1]=unities[MAXDIM*ordinal+1];
|
281 |
|
|
buffer[index+2]=unities[MAXDIM*ordinal+2];
|
282 |
|
|
buffer[index+3]=unities[MAXDIM*ordinal+3];
|
283 |
|
|
break;
|
284 |
|
|
}
|
285 |
|
|
}
|
286 |
|
|
|
287 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
288 |
|
|
|
289 |
|
|
static boolean isUnity(int ordinal, float[] buffer, int index)
|
290 |
|
|
{
|
291 |
|
|
switch(dimensions[ordinal])
|
292 |
|
|
{
|
293 |
|
|
case 0: return true;
|
294 |
0318e7e3
|
Leszek Koltunski
|
case 1: return buffer[index ]==unities[MAXDIM*ordinal ];
|
295 |
|
|
case 2: return buffer[index ]==unities[MAXDIM*ordinal ] &&
|
296 |
6a06a912
|
Leszek Koltunski
|
buffer[index+1]==unities[MAXDIM*ordinal+1];
|
297 |
0318e7e3
|
Leszek Koltunski
|
case 3: return buffer[index ]==unities[MAXDIM*ordinal ] &&
|
298 |
6a06a912
|
Leszek Koltunski
|
buffer[index+1]==unities[MAXDIM*ordinal+1] &&
|
299 |
|
|
buffer[index+2]==unities[MAXDIM*ordinal+2];
|
300 |
0318e7e3
|
Leszek Koltunski
|
case 4: return buffer[index ]==unities[MAXDIM*ordinal ] &&
|
301 |
6a06a912
|
Leszek Koltunski
|
buffer[index+1]==unities[MAXDIM*ordinal+1] &&
|
302 |
|
|
buffer[index+2]==unities[MAXDIM*ordinal+2] &&
|
303 |
|
|
buffer[index+3]==unities[MAXDIM*ordinal+3];
|
304 |
|
|
}
|
305 |
|
|
|
306 |
|
|
return false;
|
307 |
|
|
}
|
308 |
|
|
|
309 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
310 |
476bbc81
|
Leszek Koltunski
|
// PUBLIC API
|
311 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
312 |
|
|
/**
|
313 |
|
|
* Returns the Type of an individual Effect. For example, EffectNames.ROTATION.getType() will
|
314 |
|
|
* return EffectTypes.MATRIX.
|
315 |
|
|
* @return type of the effect.
|
316 |
|
|
*/
|
317 |
|
|
public EffectTypes getType()
|
318 |
|
|
{
|
319 |
|
|
return type;
|
320 |
|
|
}
|
321 |
ac094579
|
Leszek Koltunski
|
|
322 |
|
|
/**
|
323 |
|
|
* Returns the dimension of an Effect (in other words, the number of interpolated values).
|
324 |
|
|
* @return dimension of the Effect.
|
325 |
|
|
*/
|
326 |
|
|
public int getDimension() { return dimensions[ordinal()]; }
|
327 |
d333eb6b
|
Leszek Koltunski
|
}
|