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library / src / main / java / org / distorted / library / DistortedEffects.java @ dac831c1

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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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    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);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
284
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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    DistortedRenderState.switchOffDrawing();
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    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices);
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    DistortedRenderState.restoreDrawing();
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    int error = GLES30.glGetError();
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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;
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306
    Buffer mappedBuffer =  GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 4*size, GLES30.GL_MAP_READ_BIT);
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    FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer();
308
    String msg = "";
309

    
310
    for(int i=0; i<size; i++) msg += (" "+fb.get(i));
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312
    android.util.Log.d( "Feedback", msg);
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314
    GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
315
*/
316
    GLES30.glEndTransformFeedback();
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    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
318
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
323
    {
324
    mM.compute(currTime);
325
    mV.compute(currTime);
326
    mF.compute(currTime);
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328
    float halfZ = halfW*mesh.zFactor;
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330
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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332
    mMainProgram.useProgram();
333
    surface.setAsOutput(currTime);
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    GLES30.glUniform1i(mMainTextureH, 0);
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    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);
340
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
341

    
342
    mM.send(surface,halfW,halfH,halfZ);
343
    mV.send(halfW,halfH,halfZ);
344

    
345
    displayTransformFeedback(mesh);
346

    
347
    EffectQueueMatrix.sendZero();
348
    EffectQueueVertex.sendZero();
349

    
350
    mF.send(halfW,halfH);
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352
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
353
    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);
356
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
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358
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
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360
    /// DEBUG ONLY //////
361
    // displayBoundingRect(halfW, halfH, halfZ, surface, mM.getMVP(), mesh.getBoundingVertices() );
362
    /// END DEBUG ///////
363
    }
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365
///////////////////////////////////////////////////////////////////////////////////////////////////
366
   
367
  static void blitPriv(DistortedOutputSurface surface)
368
    {
369
    mBlitProgram.useProgram();
370

    
371
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
372
    GLES30.glUniform1i(mBlitTextureH, 0);
373
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
374
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
375
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
376
    }
377
    
378
///////////////////////////////////////////////////////////////////////////////////////////////////
379
   
380
  private void releasePriv()
381
    {
382
    if( !matrixCloned     ) mM.abortAll(false);
383
    if( !vertexCloned     ) mV.abortAll(false);
384
    if( !fragmentCloned   ) mF.abortAll(false);
385

    
386
    mM = null;
387
    mV = null;
388
    mF = null;
389
    }
390

    
391
///////////////////////////////////////////////////////////////////////////////////////////////////
392

    
393
  static void onDestroy()
394
    {
395
    mNextID = 0;
396

    
397
    int len = EffectNames.size();
398

    
399
    for(int i=0; i<len; i++)
400
      {
401
      mEffectEnabled[i] = false;
402
      }
403
    }
404

    
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406
// PUBLIC API
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
/**
409
 * Create empty effect queue.
410
 */
411
  public DistortedEffects()
412
    {
413
    mID = ++mNextID;
414
    initializeEffectLists(this,0);
415
    }
416

    
417
///////////////////////////////////////////////////////////////////////////////////////////////////
418
/**
419
 * Copy constructor.
420
 * <p>
421
 * Whatever we do not clone gets created just like in the default constructor.
422
 *
423
 * @param dc    Source object to create our object from
424
 * @param flags A bitmask of values specifying what to copy.
425
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
426
 */
427
  public DistortedEffects(DistortedEffects dc, int flags)
428
    {
429
    mID = ++mNextID;
430
    initializeEffectLists(dc,flags);
431
    }
432

    
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
/**
435
 * Releases all resources. After this call, the queue should not be used anymore.
436
 */
437
  @SuppressWarnings("unused")
438
  public synchronized void delete()
439
    {
440
    releasePriv();
441
    }
442

    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444
/**
445
 * Returns unique ID of this instance.
446
 *
447
 * @return ID of the object.
448
 */
449
  public long getID()
450
      {
451
      return mID;
452
      }
453

    
454
///////////////////////////////////////////////////////////////////////////////////////////////////
455
/**
456
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
457
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
458
 * 
459
 * @param el A class implementing the EffectListener interface that wants to get notifications.
460
 */
461
  @SuppressWarnings("unused")
462
  public void registerForMessages(EffectListener el)
463
    {
464
    mV.registerForMessages(el);
465
    mF.registerForMessages(el);
466
    mM.registerForMessages(el);
467
    }
468

    
469
///////////////////////////////////////////////////////////////////////////////////////////////////
470
/**
471
 * Removes the calling class from the list of Listeners.
472
 * 
473
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
474
 */
475
  @SuppressWarnings("unused")
476
  public void deregisterForMessages(EffectListener el)
477
    {
478
    mV.deregisterForMessages(el);
479
    mF.deregisterForMessages(el);
480
    mM.deregisterForMessages(el);
481
    }
482

    
483
///////////////////////////////////////////////////////////////////////////////////////////////////
484
/**
485
 * Aborts all Effects.
486
 * @return Number of effects aborted.
487
 */
488
  public int abortAllEffects()
489
    {
490
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
491
    }
492

    
493
///////////////////////////////////////////////////////////////////////////////////////////////////
494
/**
495
 * Aborts all Effects of a given type, for example all MATRIX Effects.
496
 * 
497
 * @param type one of the constants defined in {@link EffectTypes}
498
 * @return Number of effects aborted.
499
 */
500
  public int abortEffects(EffectTypes type)
501
    {
502
    switch(type)
503
      {
504
      case MATRIX     : return mM.abortAll(true);
505
      case VERTEX     : return mV.abortAll(true);
506
      case FRAGMENT   : return mF.abortAll(true);
507
      default         : return 0;
508
      }
509
    }
510
    
511
///////////////////////////////////////////////////////////////////////////////////////////////////
512
/**
513
 * Aborts a single Effect.
514
 * 
515
 * @param id ID of the Effect we want to abort.
516
 * @return number of Effects aborted. Always either 0 or 1.
517
 */
518
  public int abortEffect(long id)
519
    {
520
    int type = (int)(id&EffectTypes.MASK);
521

    
522
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
523
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
524
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
525

    
526
    return 0;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530
/**
531
 * Abort all Effects of a given name, for example all rotations.
532
 * 
533
 * @param name one of the constants defined in {@link EffectNames}
534
 * @return number of Effects aborted.
535
 */
536
  public int abortEffects(EffectNames name)
537
    {
538
    switch(name.getType())
539
      {
540
      case MATRIX     : return mM.removeByType(name);
541
      case VERTEX     : return mV.removeByType(name);
542
      case FRAGMENT   : return mF.removeByType(name);
543
      default         : return 0;
544
      }
545
    }
546
    
547
///////////////////////////////////////////////////////////////////////////////////////////////////
548
/**
549
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
550
 * 
551
 * @param id Effect ID we want to print info about
552
 * @return <code>true</code> if a single Effect of type effectType has been found.
553
 */
554
  @SuppressWarnings("unused")
555
  public boolean printEffect(long id)
556
    {
557
    int type = (int)(id&EffectTypes.MASK);
558

    
559
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
560
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
561
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
562

    
563
    return false;
564
    }
565

    
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567
/**
568
 * Enables a given Effect.
569
 * <p>
570
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
571
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
572
 * The point: by enabling only the effects we need, we can optimize the shaders.
573
 *
574
 * @param name Name of the Effect to enable.
575
 */
576
  public static void enableEffect(EffectNames name)
577
    {
578
    mEffectEnabled[name.ordinal()] = true;
579
    }
580

    
581
///////////////////////////////////////////////////////////////////////////////////////////////////
582
/**
583
 * Returns the maximum number of Matrix effects.
584
 *
585
 * @return The maximum number of Matrix effects
586
 */
587
  @SuppressWarnings("unused")
588
  public static int getMaxMatrix()
589
    {
590
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Returns the maximum number of Vertex effects.
596
 *
597
 * @return The maximum number of Vertex effects
598
 */
599
  @SuppressWarnings("unused")
600
  public static int getMaxVertex()
601
    {
602
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
603
    }
604

    
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606
/**
607
 * Returns the maximum number of Fragment effects.
608
 *
609
 * @return The maximum number of Fragment effects
610
 */
611
  @SuppressWarnings("unused")
612
  public static int getMaxFragment()
613
    {
614
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
620
 * This can fail if:
621
 * <ul>
622
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
623
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
624
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
625
 *     time only decreasing the value of 'max' is permitted.
626
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
627
 * </ul>
628
 *
629
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
630
 *            than Byte.MAX_VALUE
631
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
632
 */
633
  @SuppressWarnings("unused")
634
  public static boolean setMaxMatrix(int max)
635
    {
636
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
637
    }
638

    
639
///////////////////////////////////////////////////////////////////////////////////////////////////
640
/**
641
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
642
 * This can fail if:
643
 * <ul>
644
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
645
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
646
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
647
 *     time only decreasing the value of 'max' is permitted.
648
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
649
 * </ul>
650
 *
651
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
652
 *            than Byte.MAX_VALUE
653
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
654
 */
655
  @SuppressWarnings("unused")
656
  public static boolean setMaxVertex(int max)
657
    {
658
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
659
    }
660

    
661
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
664
 * This can fail if:
665
 * <ul>
666
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
667
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
668
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
669
 *     time only decreasing the value of 'max' is permitted.
670
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
671
 * </ul>
672
 *
673
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
674
 *            than Byte.MAX_VALUE
675
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
676
 */
677
  @SuppressWarnings("unused")
678
  public static boolean setMaxFragment(int max)
679
    {
680
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////   
684
///////////////////////////////////////////////////////////////////////////////////////////////////
685
// Individual effect functions.
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687
// Matrix-based effects
688
///////////////////////////////////////////////////////////////////////////////////////////////////
689
/**
690
 * Moves the Object by a (possibly changing in time) vector.
691
 * 
692
 * @param vector 3-dimensional Data which at any given time will return a Static3D
693
 *               representing the current coordinates of the vector we want to move the Object with.
694
 * @return       ID of the effect added, or -1 if we failed to add one.
695
 */
696
  public long move(Data3D vector)
697
    {   
698
    return mM.add(EffectNames.MOVE,vector);
699
    }
700

    
701
///////////////////////////////////////////////////////////////////////////////////////////////////
702
/**
703
 * Scales the Object by (possibly changing in time) 3D scale factors.
704
 * 
705
 * @param scale 3-dimensional Data which at any given time returns a Static3D
706
 *              representing the current x- , y- and z- scale factors.
707
 * @return      ID of the effect added, or -1 if we failed to add one.
708
 */
709
  public long scale(Data3D scale)
710
    {   
711
    return mM.add(EffectNames.SCALE,scale);
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715
/**
716
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
717
 *
718
 * @param scale The factor to scale all 3 dimensions with.
719
 * @return      ID of the effect added, or -1 if we failed to add one.
720
 */
721
  public long scale(float scale)
722
    {
723
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
724
    }
725

    
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727
/**
728
 * Rotates the Object by 'angle' degrees around the center.
729
 * Static axis of rotation is given by the last parameter.
730
 *
731
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
732
 * @param axis   Axis of rotation
733
 * @param center Coordinates of the Point we are rotating around.
734
 * @return       ID of the effect added, or -1 if we failed to add one.
735
 */
736
  public long rotate(Data1D angle, Static3D axis, Data3D center )
737
    {   
738
    return mM.add(EffectNames.ROTATE, angle, axis, center);
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742
/**
743
 * Rotates the Object by 'angle' degrees around the center.
744
 * Here both angle and axis can dynamically change.
745
 *
746
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
747
 * @param center    Coordinates of the Point we are rotating around.
748
 * @return          ID of the effect added, or -1 if we failed to add one.
749
 */
750
  public long rotate(Data4D angleaxis, Data3D center)
751
    {
752
    return mM.add(EffectNames.ROTATE, angleaxis, center);
753
    }
754

    
755
///////////////////////////////////////////////////////////////////////////////////////////////////
756
/**
757
 * Rotates the Object by quaternion.
758
 *
759
 * @param quaternion The quaternion describing the rotation.
760
 * @param center     Coordinates of the Point we are rotating around.
761
 * @return           ID of the effect added, or -1 if we failed to add one.
762
 */
763
  public long quaternion(Data4D quaternion, Data3D center )
764
    {
765
    return mM.add(EffectNames.QUATERNION,quaternion,center);
766
    }
767

    
768
///////////////////////////////////////////////////////////////////////////////////////////////////
769
/**
770
 * Shears the Object.
771
 *
772
 * @param shear   The 3-tuple of shear factors. The first controls level
773
 *                of shearing in the X-axis, second - Y-axis and the third -
774
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
775
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
776
 * @param center  Center of shearing, i.e. the point which stays unmoved.
777
 * @return        ID of the effect added, or -1 if we failed to add one.
778
 */
779
  public long shear(Data3D shear, Data3D center)
780
    {
781
    return mM.add(EffectNames.SHEAR, shear, center);
782
    }
783

    
784
///////////////////////////////////////////////////////////////////////////////////////////////////
785
// Fragment-based effects  
786
///////////////////////////////////////////////////////////////////////////////////////////////////
787
/**
788
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
789
 *        
790
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
791
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
792
 *               Valid range: <0,1>
793
 * @param color  Color to mix. (1,0,0) is RED.
794
 * @param region Region this Effect is limited to.
795
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
796
 * @return       ID of the effect added, or -1 if we failed to add one.
797
 */
798
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
799
    {
800
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
801
    }
802

    
803
///////////////////////////////////////////////////////////////////////////////////////////////////
804
/**
805
 * Makes the whole Object smoothly change all three of its RGB components.
806
 *
807
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
808
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
809
 *               Valid range: <0,1>
810
 * @param color  Color to mix. (1,0,0) is RED.
811
 * @return       ID of the effect added, or -1 if we failed to add one.
812
 */
813
  public long chroma(Data1D blend, Data3D color)
814
    {
815
    return mF.add(EffectNames.CHROMA, blend, color);
816
    }
817

    
818
///////////////////////////////////////////////////////////////////////////////////////////////////
819
/**
820
 * Makes a certain sub-region of the Object smoothly change its transparency level.
821
 *        
822
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
823
 *               moment: pixel.a *= alpha.
824
 *               Valid range: <0,1>
825
 * @param region Region this Effect is limited to. 
826
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
827
 * @return       ID of the effect added, or -1 if we failed to add one. 
828
 */
829
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
830
    {
831
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
832
    }
833

    
834
///////////////////////////////////////////////////////////////////////////////////////////////////
835
/**
836
 * Makes the whole Object smoothly change its transparency level.
837
 *
838
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
839
 *               given moment: pixel.a *= alpha.
840
 *               Valid range: <0,1>
841
 * @return       ID of the effect added, or -1 if we failed to add one.
842
 */
843
  public long alpha(Data1D alpha)
844
    {
845
    return mF.add(EffectNames.ALPHA, alpha);
846
    }
847

    
848
///////////////////////////////////////////////////////////////////////////////////////////////////
849
/**
850
 * Makes a certain sub-region of the Object smoothly change its brightness level.
851
 *        
852
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
853
 *                   at any given moment. Valid range: <0,infinity)
854
 * @param region     Region this Effect is limited to.
855
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
856
 * @return           ID of the effect added, or -1 if we failed to add one.
857
 */
858
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
859
    {
860
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
861
    }
862

    
863
///////////////////////////////////////////////////////////////////////////////////////////////////
864
/**
865
 * Makes the whole Object smoothly change its brightness level.
866
 *
867
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
868
 *                   at any given moment. Valid range: <0,infinity)
869
 * @return           ID of the effect added, or -1 if we failed to add one.
870
 */
871
  public long brightness(Data1D brightness)
872
    {
873
    return mF.add(EffectNames.BRIGHTNESS, brightness);
874
    }
875

    
876
///////////////////////////////////////////////////////////////////////////////////////////////////
877
/**
878
 * Makes a certain sub-region of the Object smoothly change its contrast level.
879
 *        
880
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
881
 *                 at any given moment. Valid range: <0,infinity)
882
 * @param region   Region this Effect is limited to.
883
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
884
 * @return         ID of the effect added, or -1 if we failed to add one.
885
 */
886
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
887
    {
888
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
889
    }
890

    
891
///////////////////////////////////////////////////////////////////////////////////////////////////
892
/**
893
 * Makes the whole Object smoothly change its contrast level.
894
 *
895
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
896
 *                 at any given moment. Valid range: <0,infinity)
897
 * @return         ID of the effect added, or -1 if we failed to add one.
898
 */
899
  public long contrast(Data1D contrast)
900
    {
901
    return mF.add(EffectNames.CONTRAST, contrast);
902
    }
903

    
904
///////////////////////////////////////////////////////////////////////////////////////////////////
905
/**
906
 * Makes a certain sub-region of the Object smoothly change its saturation level.
907
 *        
908
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
909
 *                   at any given moment. Valid range: <0,infinity)
910
 * @param region     Region this Effect is limited to.
911
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
912
 * @return           ID of the effect added, or -1 if we failed to add one.
913
 */
914
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
915
    {
916
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
917
    }
918

    
919
///////////////////////////////////////////////////////////////////////////////////////////////////
920
/**
921
 * Makes the whole Object smoothly change its saturation level.
922
 *
923
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
924
 *                   at any given moment. Valid range: <0,infinity)
925
 * @return           ID of the effect added, or -1 if we failed to add one.
926
 */
927
  public long saturation(Data1D saturation)
928
    {
929
    return mF.add(EffectNames.SATURATION, saturation);
930
    }
931

    
932
///////////////////////////////////////////////////////////////////////////////////////////////////
933
// Vertex-based effects  
934
///////////////////////////////////////////////////////////////////////////////////////////////////
935
/**
936
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
937
 *
938
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
939
 *               currently being dragged with.
940
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
941
 * @param region Region that masks the Effect.
942
 * @return       ID of the effect added, or -1 if we failed to add one.
943
 */
944
  public long distort(Data3D vector, Data3D center, Data4D region)
945
    {  
946
    return mV.add(EffectNames.DISTORT, vector, center, region);
947
    }
948

    
949
///////////////////////////////////////////////////////////////////////////////////////////////////
950
/**
951
 * Distort the whole Object by a (possibly changing in time) vector of force.
952
 *
953
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
954
 *               currently being dragged with.
955
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
956
 * @return       ID of the effect added, or -1 if we failed to add one.
957
 */
958
  public long distort(Data3D vector, Data3D center)
959
    {
960
    return mV.add(EffectNames.DISTORT, vector, center, null);
961
    }
962

    
963
///////////////////////////////////////////////////////////////////////////////////////////////////
964
/**
965
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
966
 * a (possibly changing in time) point on the Object.
967
 *
968
 * @param vector Vector of force that deforms the shape of the whole Object.
969
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
970
 * @param region Region that masks the Effect.
971
 * @return       ID of the effect added, or -1 if we failed to add one.
972
 */
973
  public long deform(Data3D vector, Data3D center, Data4D region)
974
    {
975
    return mV.add(EffectNames.DEFORM, vector, center, region);
976
    }
977

    
978
///////////////////////////////////////////////////////////////////////////////////////////////////
979
/**
980
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
981
 * a (possibly changing in time) point on the Object.
982
 *     
983
 * @param vector Vector of force that deforms the shape of the whole Object.
984
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
985
 * @return       ID of the effect added, or -1 if we failed to add one.
986
 */
987
  public long deform(Data3D vector, Data3D center)
988
    {  
989
    return mV.add(EffectNames.DEFORM, vector, center, null);
990
    }
991

    
992
///////////////////////////////////////////////////////////////////////////////////////////////////  
993
/**
994
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
995
 * away from the center (degree<=1)
996
 *
997
 * @param sink   The current degree of the Effect.
998
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
999
 * @param region Region that masks the Effect.
1000
 * @return       ID of the effect added, or -1 if we failed to add one.
1001
 */
1002
  public long sink(Data1D sink, Data3D center, Data4D region)
1003
    {
1004
    return mV.add(EffectNames.SINK, sink, center, region);
1005
    }
1006

    
1007
///////////////////////////////////////////////////////////////////////////////////////////////////
1008
/**
1009
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1010
 * away from the center (degree<=1)
1011
 *
1012
 * @param sink   The current degree of the Effect.
1013
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1014
 * @return       ID of the effect added, or -1 if we failed to add one.
1015
 */
1016
  public long sink(Data1D sink, Data3D center)
1017
    {
1018
    return mV.add(EffectNames.SINK, sink, center);
1019
    }
1020

    
1021
///////////////////////////////////////////////////////////////////////////////////////////////////
1022
/**
1023
 * Pull all points around the center of the Effect towards a line passing through the center
1024
 * (that's if degree>=1) or push them away from the line (degree<=1)
1025
 *
1026
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1027
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1028
 * @param region Region that masks the Effect.
1029
 * @return       ID of the effect added, or -1 if we failed to add one.
1030
 */
1031
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1032
    {
1033
    return mV.add(EffectNames.PINCH, pinch, center, region);
1034
    }
1035

    
1036
///////////////////////////////////////////////////////////////////////////////////////////////////
1037
/**
1038
 * Pull all points around the center of the Effect towards a line passing through the center
1039
 * (that's if degree>=1) or push them away from the line (degree<=1)
1040
 *
1041
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1042
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1043
 * @return       ID of the effect added, or -1 if we failed to add one.
1044
 */
1045
  public long pinch(Data2D pinch, Data3D center)
1046
    {
1047
    return mV.add(EffectNames.PINCH, pinch, center);
1048
    }
1049

    
1050
///////////////////////////////////////////////////////////////////////////////////////////////////  
1051
/**
1052
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1053
 *
1054
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1055
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1056
 * @param region Region that masks the Effect.
1057
 * @return       ID of the effect added, or -1 if we failed to add one.
1058
 */
1059
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1060
    {    
1061
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1062
    }
1063

    
1064
///////////////////////////////////////////////////////////////////////////////////////////////////
1065
/**
1066
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1067
 *
1068
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1069
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1070
 * @return       ID of the effect added, or -1 if we failed to add one.
1071
 */
1072
  public long swirl(Data1D swirl, Data3D center)
1073
    {
1074
    return mV.add(EffectNames.SWIRL, swirl, center);
1075
    }
1076

    
1077
///////////////////////////////////////////////////////////////////////////////////////////////////
1078
/**
1079
 * Directional, sinusoidal wave effect.
1080
 *
1081
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1082
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1083
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1084
 *               describe the 'direction' of the wave.
1085
 *               <p>
1086
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1087
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1088
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1089
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1090
 *               <p>
1091
 *               <p>
1092
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1093
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1094
 *               will be sine shapes.
1095
 *               <p>
1096
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1097
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1098
 *               YZ-plane with be sine shapes.
1099
 *               <p>
1100
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1101
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1102
 *               value if sin at this point.
1103
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1104
 * @return       ID of the effect added, or -1 if we failed to add one.
1105
 */
1106
  public long wave(Data5D wave, Data3D center)
1107
    {
1108
    return mV.add(EffectNames.WAVE, wave, center, null);
1109
    }
1110

    
1111
///////////////////////////////////////////////////////////////////////////////////////////////////
1112
/**
1113
 * Directional, sinusoidal wave effect.
1114
 *
1115
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1116
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1117
 * @param region Region that masks the Effect.
1118
 * @return       ID of the effect added, or -1 if we failed to add one.
1119
 */
1120
  public long wave(Data5D wave, Data3D center, Data4D region)
1121
    {
1122
    return mV.add(EffectNames.WAVE, wave, center, region);
1123
    }
1124
  }
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