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library / src / main / java / org / distorted / library / DistortedEffects.java @ cab7c165

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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.Buffer;
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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 Matrix,Vertex and Fragment effect queues. Postprocessing queue is held in a separate
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 * class.
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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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  /// 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 boolean matrixCloned, vertexCloned, fragmentCloned;
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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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    // MAIN PROGRAM ////////////////////////////////////
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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= Distorted.GLSL_VERSION;
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    String mainFragHeader= Distorted.GLSL_VERSION;
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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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    String[] feedback = { "v_Position","v_Normal","v_TexCoordinate" };
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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback);
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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= (Distorted.GLSL_VERSION + "#define NUM_VERTEX 0\n"  );
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    String blitFragHeader= (Distorted.GLSL_VERSION + "#define NUM_FRAGMENT 0\n");
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    try
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      {
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      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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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 PROGRAM //////////////////////////////////////
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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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    try
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      {
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      mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
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      }
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    catch(Exception e)
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      {
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      android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage());
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      throw new RuntimeException(e.getMessage());
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      }
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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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    }
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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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    }
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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, long currTime)
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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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270
    mDebugProgram.useProgram();
271
    surface.setAsOutput(currTime);
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273
    Matrix.setIdentityM( mTmpMatrix, 0);
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    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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282
    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
283
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
284
    }
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286
///////////////////////////////////////////////////////////////////////////////////////////////////
287

    
288
  private void displayTransformFeedback(MeshObject mesh)
289
    {
290
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
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    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
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293
    DistortedRenderState.switchOffDrawing();
294
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices);
295
    DistortedRenderState.restoreDrawing();
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297
    int error = GLES30.glGetError();
298

    
299
      if( error != GLES30.GL_NO_ERROR )
300
        {
301
        throw new RuntimeException("DrawArrays: glError 0x" + Integer.toHexString(error));
302
        }
303

    
304
    int size = (MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE+MeshObject.TEX_DATA_SIZE)*mesh.numVertices;
305

    
306
    Buffer mappedBuffer =  GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 4*size, GLES30.GL_MAP_READ_BIT);
307
    FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer();
308
    String msg = "";
309

    
310
    for(int i=0; i<size; i++) msg += (" "+fb.get(i));
311

    
312
    android.util.Log.d( "Feedback", msg);
313

    
314
    GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
315
    GLES30.glEndTransformFeedback();
316
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
317
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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321
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
322
    {
323
    mM.compute(currTime);
324
    mV.compute(currTime);
325
    mF.compute(currTime);
326

    
327
    float halfZ = halfW*mesh.zFactor;
328

    
329
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
330

    
331
    mMainProgram.useProgram();
332
    surface.setAsOutput(currTime);
333
    GLES30.glUniform1i(mMainTextureH, 0);
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335
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
339
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
340

    
341
    mM.send(surface,halfW,halfH,halfZ);
342
    mV.send(halfW,halfH,halfZ);
343

    
344
    displayTransformFeedback(mesh);
345

    
346
    mF.send(halfW,halfH);
347

    
348
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
349

    
350
    /// DEBUG ONLY //////
351
    // displayBoundingRect(halfW, halfH, halfZ, surface, mM.getMVP(), mesh.getBoundingVertices() );
352
    /// END DEBUG ///////
353
    }
354

    
355
///////////////////////////////////////////////////////////////////////////////////////////////////
356
   
357
  static void blitPriv(DistortedOutputSurface surface)
358
    {
359
    mBlitProgram.useProgram();
360

    
361
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
362
    GLES30.glUniform1i(mBlitTextureH, 0);
363
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
364
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
365
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
366
    }
367
    
368
///////////////////////////////////////////////////////////////////////////////////////////////////
369
   
370
  private void releasePriv()
371
    {
372
    if( !matrixCloned     ) mM.abortAll(false);
373
    if( !vertexCloned     ) mV.abortAll(false);
374
    if( !fragmentCloned   ) mF.abortAll(false);
375

    
376
    mM = null;
377
    mV = null;
378
    mF = null;
379
    }
380

    
381
///////////////////////////////////////////////////////////////////////////////////////////////////
382

    
383
  static void onDestroy()
384
    {
385
    mNextID = 0;
386

    
387
    int len = EffectNames.size();
388

    
389
    for(int i=0; i<len; i++)
390
      {
391
      mEffectEnabled[i] = false;
392
      }
393
    }
394

    
395
///////////////////////////////////////////////////////////////////////////////////////////////////
396
// PUBLIC API
397
///////////////////////////////////////////////////////////////////////////////////////////////////
398
/**
399
 * Create empty effect queue.
400
 */
401
  public DistortedEffects()
402
    {
403
    mID = ++mNextID;
404
    initializeEffectLists(this,0);
405
    }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
/**
409
 * Copy constructor.
410
 * <p>
411
 * Whatever we do not clone gets created just like in the default constructor.
412
 *
413
 * @param dc    Source object to create our object from
414
 * @param flags A bitmask of values specifying what to copy.
415
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
416
 */
417
  public DistortedEffects(DistortedEffects dc, int flags)
418
    {
419
    mID = ++mNextID;
420
    initializeEffectLists(dc,flags);
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
/**
425
 * Releases all resources. After this call, the queue should not be used anymore.
426
 */
427
  @SuppressWarnings("unused")
428
  public synchronized void delete()
429
    {
430
    releasePriv();
431
    }
432

    
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
/**
435
 * Returns unique ID of this instance.
436
 *
437
 * @return ID of the object.
438
 */
439
  public long getID()
440
      {
441
      return mID;
442
      }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
447
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
448
 * 
449
 * @param el A class implementing the EffectListener interface that wants to get notifications.
450
 */
451
  @SuppressWarnings("unused")
452
  public void registerForMessages(EffectListener el)
453
    {
454
    mV.registerForMessages(el);
455
    mF.registerForMessages(el);
456
    mM.registerForMessages(el);
457
    }
458

    
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
461
 * Removes the calling class from the list of Listeners.
462
 * 
463
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
464
 */
465
  @SuppressWarnings("unused")
466
  public void deregisterForMessages(EffectListener el)
467
    {
468
    mV.deregisterForMessages(el);
469
    mF.deregisterForMessages(el);
470
    mM.deregisterForMessages(el);
471
    }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474
/**
475
 * Aborts all Effects.
476
 * @return Number of effects aborted.
477
 */
478
  public int abortAllEffects()
479
    {
480
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
481
    }
482

    
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
/**
485
 * Aborts all Effects of a given type, for example all MATRIX Effects.
486
 * 
487
 * @param type one of the constants defined in {@link EffectTypes}
488
 * @return Number of effects aborted.
489
 */
490
  public int abortEffects(EffectTypes type)
491
    {
492
    switch(type)
493
      {
494
      case MATRIX     : return mM.abortAll(true);
495
      case VERTEX     : return mV.abortAll(true);
496
      case FRAGMENT   : return mF.abortAll(true);
497
      default         : return 0;
498
      }
499
    }
500
    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502
/**
503
 * Aborts a single Effect.
504
 * 
505
 * @param id ID of the Effect we want to abort.
506
 * @return number of Effects aborted. Always either 0 or 1.
507
 */
508
  public int abortEffect(long id)
509
    {
510
    int type = (int)(id&EffectTypes.MASK);
511

    
512
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
513
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
514
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
515

    
516
    return 0;
517
    }
518

    
519
///////////////////////////////////////////////////////////////////////////////////////////////////
520
/**
521
 * Abort all Effects of a given name, for example all rotations.
522
 * 
523
 * @param name one of the constants defined in {@link EffectNames}
524
 * @return number of Effects aborted.
525
 */
526
  public int abortEffects(EffectNames name)
527
    {
528
    switch(name.getType())
529
      {
530
      case MATRIX     : return mM.removeByType(name);
531
      case VERTEX     : return mV.removeByType(name);
532
      case FRAGMENT   : return mF.removeByType(name);
533
      default         : return 0;
534
      }
535
    }
536
    
537
///////////////////////////////////////////////////////////////////////////////////////////////////
538
/**
539
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
540
 * 
541
 * @param id Effect ID we want to print info about
542
 * @return <code>true</code> if a single Effect of type effectType has been found.
543
 */
544
  @SuppressWarnings("unused")
545
  public boolean printEffect(long id)
546
    {
547
    int type = (int)(id&EffectTypes.MASK);
548

    
549
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
550
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
551
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
552

    
553
    return false;
554
    }
555

    
556
///////////////////////////////////////////////////////////////////////////////////////////////////
557
/**
558
 * Enables a given Effect.
559
 * <p>
560
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
561
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
562
 * The point: by enabling only the effects we need, we can optimize the shaders.
563
 *
564
 * @param name Name of the Effect to enable.
565
 */
566
  public static void enableEffect(EffectNames name)
567
    {
568
    mEffectEnabled[name.ordinal()] = true;
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572
/**
573
 * Returns the maximum number of Matrix effects.
574
 *
575
 * @return The maximum number of Matrix effects
576
 */
577
  @SuppressWarnings("unused")
578
  public static int getMaxMatrix()
579
    {
580
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
581
    }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584
/**
585
 * Returns the maximum number of Vertex effects.
586
 *
587
 * @return The maximum number of Vertex effects
588
 */
589
  @SuppressWarnings("unused")
590
  public static int getMaxVertex()
591
    {
592
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
593
    }
594

    
595
///////////////////////////////////////////////////////////////////////////////////////////////////
596
/**
597
 * Returns the maximum number of Fragment effects.
598
 *
599
 * @return The maximum number of Fragment effects
600
 */
601
  @SuppressWarnings("unused")
602
  public static int getMaxFragment()
603
    {
604
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
605
    }
606

    
607
///////////////////////////////////////////////////////////////////////////////////////////////////
608
/**
609
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
610
 * This can fail if:
611
 * <ul>
612
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
613
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
614
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
615
 *     time only decreasing the value of 'max' is permitted.
616
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
617
 * </ul>
618
 *
619
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
620
 *            than Byte.MAX_VALUE
621
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
622
 */
623
  @SuppressWarnings("unused")
624
  public static boolean setMaxMatrix(int max)
625
    {
626
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630
/**
631
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
632
 * This can fail if:
633
 * <ul>
634
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
635
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
636
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
637
 *     time only decreasing the value of 'max' is permitted.
638
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
639
 * </ul>
640
 *
641
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
642
 *            than Byte.MAX_VALUE
643
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
644
 */
645
  @SuppressWarnings("unused")
646
  public static boolean setMaxVertex(int max)
647
    {
648
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
649
    }
650

    
651
///////////////////////////////////////////////////////////////////////////////////////////////////
652
/**
653
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
654
 * This can fail if:
655
 * <ul>
656
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
657
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
658
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
659
 *     time only decreasing the value of 'max' is permitted.
660
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
661
 * </ul>
662
 *
663
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
664
 *            than Byte.MAX_VALUE
665
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
666
 */
667
  @SuppressWarnings("unused")
668
  public static boolean setMaxFragment(int max)
669
    {
670
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
671
    }
672

    
673
///////////////////////////////////////////////////////////////////////////////////////////////////   
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
// Individual effect functions.
676
///////////////////////////////////////////////////////////////////////////////////////////////////
677
// Matrix-based effects
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Moves the Object by a (possibly changing in time) vector.
681
 * 
682
 * @param vector 3-dimensional Data which at any given time will return a Static3D
683
 *               representing the current coordinates of the vector we want to move the Object with.
684
 * @return       ID of the effect added, or -1 if we failed to add one.
685
 */
686
  public long move(Data3D vector)
687
    {   
688
    return mM.add(EffectNames.MOVE,vector);
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
/**
693
 * Scales the Object by (possibly changing in time) 3D scale factors.
694
 * 
695
 * @param scale 3-dimensional Data which at any given time returns a Static3D
696
 *              representing the current x- , y- and z- scale factors.
697
 * @return      ID of the effect added, or -1 if we failed to add one.
698
 */
699
  public long scale(Data3D scale)
700
    {   
701
    return mM.add(EffectNames.SCALE,scale);
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705
/**
706
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
707
 *
708
 * @param scale The factor to scale all 3 dimensions with.
709
 * @return      ID of the effect added, or -1 if we failed to add one.
710
 */
711
  public long scale(float scale)
712
    {
713
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
714
    }
715

    
716
///////////////////////////////////////////////////////////////////////////////////////////////////
717
/**
718
 * Rotates the Object by 'angle' degrees around the center.
719
 * Static axis of rotation is given by the last parameter.
720
 *
721
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
722
 * @param axis   Axis of rotation
723
 * @param center Coordinates of the Point we are rotating around.
724
 * @return       ID of the effect added, or -1 if we failed to add one.
725
 */
726
  public long rotate(Data1D angle, Static3D axis, Data3D center )
727
    {   
728
    return mM.add(EffectNames.ROTATE, angle, axis, center);
729
    }
730

    
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733
 * Rotates the Object by 'angle' degrees around the center.
734
 * Here both angle and axis can dynamically change.
735
 *
736
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
737
 * @param center    Coordinates of the Point we are rotating around.
738
 * @return          ID of the effect added, or -1 if we failed to add one.
739
 */
740
  public long rotate(Data4D angleaxis, Data3D center)
741
    {
742
    return mM.add(EffectNames.ROTATE, angleaxis, center);
743
    }
744

    
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746
/**
747
 * Rotates the Object by quaternion.
748
 *
749
 * @param quaternion The quaternion describing the rotation.
750
 * @param center     Coordinates of the Point we are rotating around.
751
 * @return           ID of the effect added, or -1 if we failed to add one.
752
 */
753
  public long quaternion(Data4D quaternion, Data3D center )
754
    {
755
    return mM.add(EffectNames.QUATERNION,quaternion,center);
756
    }
757

    
758
///////////////////////////////////////////////////////////////////////////////////////////////////
759
/**
760
 * Shears the Object.
761
 *
762
 * @param shear   The 3-tuple of shear factors. The first controls level
763
 *                of shearing in the X-axis, second - Y-axis and the third -
764
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
765
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
766
 * @param center  Center of shearing, i.e. the point which stays unmoved.
767
 * @return        ID of the effect added, or -1 if we failed to add one.
768
 */
769
  public long shear(Data3D shear, Data3D center)
770
    {
771
    return mM.add(EffectNames.SHEAR, shear, center);
772
    }
773

    
774
///////////////////////////////////////////////////////////////////////////////////////////////////
775
// Fragment-based effects  
776
///////////////////////////////////////////////////////////////////////////////////////////////////
777
/**
778
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
779
 *        
780
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
781
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
782
 *               Valid range: <0,1>
783
 * @param color  Color to mix. (1,0,0) is RED.
784
 * @param region Region this Effect is limited to.
785
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
786
 * @return       ID of the effect added, or -1 if we failed to add one.
787
 */
788
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
789
    {
790
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794
/**
795
 * Makes the whole Object smoothly change all three of its RGB components.
796
 *
797
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
798
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
799
 *               Valid range: <0,1>
800
 * @param color  Color to mix. (1,0,0) is RED.
801
 * @return       ID of the effect added, or -1 if we failed to add one.
802
 */
803
  public long chroma(Data1D blend, Data3D color)
804
    {
805
    return mF.add(EffectNames.CHROMA, blend, color);
806
    }
807

    
808
///////////////////////////////////////////////////////////////////////////////////////////////////
809
/**
810
 * Makes a certain sub-region of the Object smoothly change its transparency level.
811
 *        
812
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
813
 *               moment: pixel.a *= alpha.
814
 *               Valid range: <0,1>
815
 * @param region Region this Effect is limited to. 
816
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
817
 * @return       ID of the effect added, or -1 if we failed to add one. 
818
 */
819
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
820
    {
821
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
822
    }
823

    
824
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * Makes the whole Object smoothly change its transparency level.
827
 *
828
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
829
 *               given moment: pixel.a *= alpha.
830
 *               Valid range: <0,1>
831
 * @return       ID of the effect added, or -1 if we failed to add one.
832
 */
833
  public long alpha(Data1D alpha)
834
    {
835
    return mF.add(EffectNames.ALPHA, alpha);
836
    }
837

    
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840
 * Makes a certain sub-region of the Object smoothly change its brightness level.
841
 *        
842
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
843
 *                   at any given moment. Valid range: <0,infinity)
844
 * @param region     Region this Effect is limited to.
845
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
846
 * @return           ID of the effect added, or -1 if we failed to add one.
847
 */
848
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
849
    {
850
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
851
    }
852

    
853
///////////////////////////////////////////////////////////////////////////////////////////////////
854
/**
855
 * Makes the whole Object smoothly change its brightness level.
856
 *
857
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
858
 *                   at any given moment. Valid range: <0,infinity)
859
 * @return           ID of the effect added, or -1 if we failed to add one.
860
 */
861
  public long brightness(Data1D brightness)
862
    {
863
    return mF.add(EffectNames.BRIGHTNESS, brightness);
864
    }
865

    
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868
 * Makes a certain sub-region of the Object smoothly change its contrast level.
869
 *        
870
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
871
 *                 at any given moment. Valid range: <0,infinity)
872
 * @param region   Region this Effect is limited to.
873
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
874
 * @return         ID of the effect added, or -1 if we failed to add one.
875
 */
876
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
877
    {
878
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
879
    }
880

    
881
///////////////////////////////////////////////////////////////////////////////////////////////////
882
/**
883
 * Makes the whole Object smoothly change its contrast level.
884
 *
885
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
886
 *                 at any given moment. Valid range: <0,infinity)
887
 * @return         ID of the effect added, or -1 if we failed to add one.
888
 */
889
  public long contrast(Data1D contrast)
890
    {
891
    return mF.add(EffectNames.CONTRAST, contrast);
892
    }
893

    
894
///////////////////////////////////////////////////////////////////////////////////////////////////
895
/**
896
 * Makes a certain sub-region of the Object smoothly change its saturation level.
897
 *        
898
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
899
 *                   at any given moment. Valid range: <0,infinity)
900
 * @param region     Region this Effect is limited to.
901
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
902
 * @return           ID of the effect added, or -1 if we failed to add one.
903
 */
904
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
905
    {
906
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
907
    }
908

    
909
///////////////////////////////////////////////////////////////////////////////////////////////////
910
/**
911
 * Makes the whole Object smoothly change its saturation level.
912
 *
913
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
914
 *                   at any given moment. Valid range: <0,infinity)
915
 * @return           ID of the effect added, or -1 if we failed to add one.
916
 */
917
  public long saturation(Data1D saturation)
918
    {
919
    return mF.add(EffectNames.SATURATION, saturation);
920
    }
921

    
922
///////////////////////////////////////////////////////////////////////////////////////////////////
923
// Vertex-based effects  
924
///////////////////////////////////////////////////////////////////////////////////////////////////
925
/**
926
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
927
 *
928
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
929
 *               currently being dragged with.
930
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
931
 * @param region Region that masks the Effect.
932
 * @return       ID of the effect added, or -1 if we failed to add one.
933
 */
934
  public long distort(Data3D vector, Data3D center, Data4D region)
935
    {  
936
    return mV.add(EffectNames.DISTORT, vector, center, region);
937
    }
938

    
939
///////////////////////////////////////////////////////////////////////////////////////////////////
940
/**
941
 * Distort the whole Object by a (possibly changing in time) vector of force.
942
 *
943
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
944
 *               currently being dragged with.
945
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
946
 * @return       ID of the effect added, or -1 if we failed to add one.
947
 */
948
  public long distort(Data3D vector, Data3D center)
949
    {
950
    return mV.add(EffectNames.DISTORT, vector, center, null);
951
    }
952

    
953
///////////////////////////////////////////////////////////////////////////////////////////////////
954
/**
955
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
956
 * a (possibly changing in time) point on the Object.
957
 *
958
 * @param vector Vector of force that deforms the shape of the whole Object.
959
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
960
 * @param region Region that masks the Effect.
961
 * @return       ID of the effect added, or -1 if we failed to add one.
962
 */
963
  public long deform(Data3D vector, Data3D center, Data4D region)
964
    {
965
    return mV.add(EffectNames.DEFORM, vector, center, region);
966
    }
967

    
968
///////////////////////////////////////////////////////////////////////////////////////////////////
969
/**
970
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
971
 * a (possibly changing in time) point on the Object.
972
 *     
973
 * @param vector Vector of force that deforms the shape of the whole Object.
974
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
975
 * @return       ID of the effect added, or -1 if we failed to add one.
976
 */
977
  public long deform(Data3D vector, Data3D center)
978
    {  
979
    return mV.add(EffectNames.DEFORM, vector, center, null);
980
    }
981

    
982
///////////////////////////////////////////////////////////////////////////////////////////////////  
983
/**
984
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
985
 * away from the center (degree<=1)
986
 *
987
 * @param sink   The current degree of the Effect.
988
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
989
 * @param region Region that masks the Effect.
990
 * @return       ID of the effect added, or -1 if we failed to add one.
991
 */
992
  public long sink(Data1D sink, Data3D center, Data4D region)
993
    {
994
    return mV.add(EffectNames.SINK, sink, center, region);
995
    }
996

    
997
///////////////////////////////////////////////////////////////////////////////////////////////////
998
/**
999
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1000
 * away from the center (degree<=1)
1001
 *
1002
 * @param sink   The current degree of the Effect.
1003
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1004
 * @return       ID of the effect added, or -1 if we failed to add one.
1005
 */
1006
  public long sink(Data1D sink, Data3D center)
1007
    {
1008
    return mV.add(EffectNames.SINK, sink, center);
1009
    }
1010

    
1011
///////////////////////////////////////////////////////////////////////////////////////////////////
1012
/**
1013
 * Pull all points around the center of the Effect towards a line passing through the center
1014
 * (that's if degree>=1) or push them away from the line (degree<=1)
1015
 *
1016
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1017
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1018
 * @param region Region that masks the Effect.
1019
 * @return       ID of the effect added, or -1 if we failed to add one.
1020
 */
1021
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1022
    {
1023
    return mV.add(EffectNames.PINCH, pinch, center, region);
1024
    }
1025

    
1026
///////////////////////////////////////////////////////////////////////////////////////////////////
1027
/**
1028
 * Pull all points around the center of the Effect towards a line passing through the center
1029
 * (that's if degree>=1) or push them away from the line (degree<=1)
1030
 *
1031
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1032
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1033
 * @return       ID of the effect added, or -1 if we failed to add one.
1034
 */
1035
  public long pinch(Data2D pinch, Data3D center)
1036
    {
1037
    return mV.add(EffectNames.PINCH, pinch, center);
1038
    }
1039

    
1040
///////////////////////////////////////////////////////////////////////////////////////////////////  
1041
/**
1042
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1043
 *
1044
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1045
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1046
 * @param region Region that masks the Effect.
1047
 * @return       ID of the effect added, or -1 if we failed to add one.
1048
 */
1049
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1050
    {    
1051
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1052
    }
1053

    
1054
///////////////////////////////////////////////////////////////////////////////////////////////////
1055
/**
1056
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1057
 *
1058
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1059
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1060
 * @return       ID of the effect added, or -1 if we failed to add one.
1061
 */
1062
  public long swirl(Data1D swirl, Data3D center)
1063
    {
1064
    return mV.add(EffectNames.SWIRL, swirl, center);
1065
    }
1066

    
1067
///////////////////////////////////////////////////////////////////////////////////////////////////
1068
/**
1069
 * Directional, sinusoidal wave effect.
1070
 *
1071
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1072
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1073
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1074
 *               describe the 'direction' of the wave.
1075
 *               <p>
1076
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1077
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1078
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1079
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1080
 *               <p>
1081
 *               <p>
1082
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1083
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1084
 *               will be sine shapes.
1085
 *               <p>
1086
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1087
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1088
 *               YZ-plane with be sine shapes.
1089
 *               <p>
1090
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1091
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1092
 *               value if sin at this point.
1093
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1094
 * @return       ID of the effect added, or -1 if we failed to add one.
1095
 */
1096
  public long wave(Data5D wave, Data3D center)
1097
    {
1098
    return mV.add(EffectNames.WAVE, wave, center, null);
1099
    }
1100

    
1101
///////////////////////////////////////////////////////////////////////////////////////////////////
1102
/**
1103
 * Directional, sinusoidal wave effect.
1104
 *
1105
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1106
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1107
 * @param region Region that masks the Effect.
1108
 * @return       ID of the effect added, or -1 if we failed to add one.
1109
 */
1110
  public long wave(Data5D wave, Data3D center, Data4D region)
1111
    {
1112
    return mV.add(EffectNames.WAVE, wave, center, region);
1113
    }
1114
  }
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