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library / src / main / java / org / distorted / library / DistortedEffects.java @ dbe8ea80

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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.GLES20;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
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 * <p>
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 * The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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 */
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public class DistortedEffects
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  {
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  private static final int POSITION_DATA_SIZE= 3; // Main Program: size of the position data in elements
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  private static final int NORMAL_DATA_SIZE  = 3; // Main Program: size of the normal data in elements
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  private static final int TEX_DATA_SIZE     = 2; // Main Program: size of the texture coordinate data in elements.
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  private static DistortedProgram mProgram;
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  /// DEBUG ONLY /////
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  private static DistortedProgram mDebugProgram;
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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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  private static int mObjDH;
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  private static int mMVPMatrixH;
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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 static DistortedFramebuffer mBufferFBO = new DistortedFramebuffer(1,1);
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  private EffectQueueMatrix      mM;
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  private EffectQueueFragment    mF;
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  private EffectQueueVertex      mV;
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  private EffectQueuePostprocess mP;
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  private boolean matrixCloned, vertexCloned, fragmentCloned, postprocessCloned;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void createProgram(Resources resources)
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  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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    {
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    final InputStream mainVertexStream   = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream mainFragmentStream = resources.openRawResource(R.raw.main_fragment_shader);
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    String mainVertexHeader= ("#version 100\n#define NUM_VERTEX "  + getMaxVertex()+"\n");
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    for(EffectNames name: EffectNames.values() )
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      {
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      if( name.getType()== EffectTypes.VERTEX)
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        mainVertexHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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      }
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    String mainFragmentHeader= ("#version 100\n#define NUM_FRAGMENT "  + getMaxFragment()+"\n");
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    for(EffectNames name: EffectNames.values() )
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      {
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      if( name.getType()== EffectTypes.FRAGMENT)
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        mainFragmentHeader += ("#define "+name.name()+" "+name.ordinal()+"\n");
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      }
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    mProgram = new DistortedProgram(mainVertexStream,mainFragmentStream, mainVertexHeader, mainFragmentHeader);
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    int mainProgramH = mProgram.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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    DistortedTexture.getUniforms(mainProgramH);
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    // DEBUG ONLY //////////////////////////////////////
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    final InputStream debugVertexStream   = resources.openRawResource(R.raw.test_vertex_shader);
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    final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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    mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, "#version 100\n", "#version 100\n");
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    int debugProgramH = mDebugProgram.getProgramHandle();
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    mObjDH      = GLES20.glGetUniformLocation( debugProgramH, "u_objD");
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    mMVPMatrixH = GLES20.glGetUniformLocation( debugProgramH, "u_MVPMatrix");
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    // END DEBUG  //////////////////////////////////////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedEffects d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(mID);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(mID);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(mID);
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      fragmentCloned = false;
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      }
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    if( (flags & Distorted.CLONE_POSTPROCESS) != 0 )
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      {
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      mP = d.mP;
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      postprocessCloned = true;
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      }
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    else
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      {
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      mP = new EffectQueuePostprocess(mID);
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      postprocessCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// DEBUG ONLY
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  @SuppressWarnings("unused")
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  private void displayBoundingRect(float halfX, float halfY, float halfZ, DistortedFramebuffer df, float[] mvp, float[] vertices)
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    {
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    int len  = vertices.length/3;
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    int minx = Integer.MAX_VALUE;
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    int maxx = Integer.MIN_VALUE;
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    int miny = Integer.MAX_VALUE;
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    int maxy = Integer.MIN_VALUE;
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    int wx,wy;
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    float x,y,z, X,Y,W, ndcX,ndcY;
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    for(int i=0; i<len; i++)
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      {
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      x = 2*halfX*vertices[3*i  ];
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      y = 2*halfY*vertices[3*i+1];
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      z = 2*halfZ*vertices[3*i+2];
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      X = mvp[ 0]*x + mvp[ 4]*y + mvp[ 8]*z + mvp[12];
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      Y = mvp[ 1]*x + mvp[ 5]*y + mvp[ 9]*z + mvp[13];
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      W = mvp[ 3]*x + mvp[ 7]*y + mvp[11]*z + mvp[15];
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      ndcX = X/W;
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      ndcY = Y/W;
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      wx = (int)(df.mWidth *(ndcX+1)/2);
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      wy = (int)(df.mHeight*(ndcY+1)/2);
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      if( wx<minx ) minx = wx;
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      if( wx>maxx ) maxx = wx;
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      if( wy<miny ) miny = wy;
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      if( wy>maxy ) maxy = wy;
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      }
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    mDebugProgram.useProgram();
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    df.setAsOutput();
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    Matrix.setIdentityM( mTmpMatrix, 0);
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    Matrix.translateM  ( mTmpMatrix, 0, minx-df.mWidth/2, maxy-df.mHeight/2, -df.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, df.mProjectionMatrix, 0, mTmpMatrix, 0);
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    GLES20.glUniform2f( mObjDH , 2*halfX, 2*halfY);
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    GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
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    GLES20.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES20.GL_FLOAT, false, 0, mQuadPositions);
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    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df, long currTime)
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    {
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    mM.compute(currTime);
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    mV.compute(currTime);
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    mF.compute(currTime);
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    mP.compute(currTime);
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    float halfZ = halfInputW*mesh.zFactor;
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    if( mP.mNumEffects==0 )
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      {
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      mProgram.useProgram();
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      df.setAsOutput();
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      mM.send(df,halfInputW,halfInputH,halfZ);
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      mV.send(halfInputW,halfInputH,halfZ);
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      mF.send(halfInputW,halfInputH);
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      GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mesh.mMeshPositions);
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      GLES20.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mesh.mMeshNormals);
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      GLES20.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mesh.mMeshTexture);
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      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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      }
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    else
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      {
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      if( mV.mNumEffects==0 && mF.mNumEffects==0 && (mesh instanceof MeshFlat) && mM.canUseShortcut() )
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        {
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        mM.constructMatrices(df,halfInputW,halfInputH);
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        mP.render(2*halfInputW, 2*halfInputH, mM.getMVP(), df);
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        }
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      else
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        {
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        mProgram.useProgram();
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        mBufferFBO.resizeFast(df.mWidth, df.mHeight);
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        mBufferFBO.setAsOutput();
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        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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        GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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        mM.send(mBufferFBO,halfInputW,halfInputH,halfZ);
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        mV.send(halfInputW,halfInputH,halfZ);
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        mF.send(halfInputW,halfInputH);
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        GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mesh.mMeshPositions);
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        GLES20.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mesh.mMeshNormals);
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        GLES20.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mesh.mMeshTexture);
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        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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        Matrix.setIdentityM(mTmpMatrix, 0);
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        Matrix.translateM(mTmpMatrix, 0, 0, 0, -df.mDistance);
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        Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0);
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        mBufferFBO.setAsInput();
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        mP.render(df.mWidth, df.mHeight, mMVPMatrix, df);
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        }
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      }
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    /// DEBUG ONLY //////
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    // displayBoundingRect(halfInputW, halfInputH, halfZ, df, mM.getMVP(), mesh.getBoundingVertices() );
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    /// END DEBUG ///////
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject mesh, DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    Matrix.setIdentityM(mTmpMatrix, 0);
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    Matrix.translateM(mTmpMatrix, 0, 0, 0, -df.mDistance);
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    Matrix.multiplyMM(mMVPMatrix, 0, df.mProjectionMatrix, 0, mTmpMatrix, 0);
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    EffectQueueMatrix.sendZero(df,halfInputW,halfInputH,halfInputW*mesh.zFactor);
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    EffectQueueVertex.sendZero();
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    EffectQueueFragment.sendZero();
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    EffectQueuePostprocess.sendZero(df.mWidth, df.mHeight, mMVPMatrix);
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    GLES20.glVertexAttribPointer(mProgram.mAttribute[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mesh.mMeshPositions);
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    GLES20.glVertexAttribPointer(mProgram.mAttribute[1], NORMAL_DATA_SIZE  , GLES20.GL_FLOAT, false, 0, mesh.mMeshNormals);
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    GLES20.glVertexAttribPointer(mProgram.mAttribute[2], TEX_DATA_SIZE     , GLES20.GL_FLOAT, false, 0, mesh.mMeshTexture);
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    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned     ) mM.abortAll(false);
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    if( !vertexCloned     ) mV.abortAll(false);
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    if( !fragmentCloned   ) mF.abortAll(false);
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    if( !postprocessCloned) mP.abortAll(false);
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    mM = null;
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    mV = null;
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    mF = null;
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    mP = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void onDestroy()
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    {
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create empty effect queue.
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 */
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  public DistortedEffects()
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    {
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    mID = mNextID++;
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    initializeEffectLists(this,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
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  public DistortedEffects(DistortedEffects dc, int flags)
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    {
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    mID = mNextID++;
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    initializeEffectLists(dc,flags);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources. After this call, the queue should not be used anymore.
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 */
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  public synchronized void delete()
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    {
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    releasePriv();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 *
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
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 * 
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 * @param el A class implementing the EffectListener interface that wants to get notifications.
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 */
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  public void registerForMessages(EffectListener el)
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    {
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    mV.registerForMessages(el);
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    mF.registerForMessages(el);
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    mM.registerForMessages(el);
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    mP.registerForMessages(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Removes the calling class from the list of Listeners.
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 * 
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 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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 */
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  public void deregisterForMessages(EffectListener el)
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    {
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    mV.deregisterForMessages(el);
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    mF.deregisterForMessages(el);
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    mM.deregisterForMessages(el);
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    mP.deregisterForMessages(el);
413 d425545a Leszek Koltunski
    }
414 6a06a912 Leszek Koltunski
415
///////////////////////////////////////////////////////////////////////////////////////////////////
416
/**
417 d07f2950 Leszek Koltunski
 * Aborts all Effects.
418
 * @return Number of effects aborted.
419 6a06a912 Leszek Koltunski
 */
420 d425545a Leszek Koltunski
  public int abortAllEffects()
421 6a06a912 Leszek Koltunski
      {
422 d6e94c84 Leszek Koltunski
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true) + mP.abortAll(true);
423 6a06a912 Leszek Koltunski
      }
424
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426
/**
427 d07f2950 Leszek Koltunski
 * Aborts all Effects of a given type, for example all MATRIX Effects.
428 6a06a912 Leszek Koltunski
 * 
429 d07f2950 Leszek Koltunski
 * @param type one of the constants defined in {@link EffectTypes}
430
 * @return Number of effects aborted.
431 6a06a912 Leszek Koltunski
 */
432 d425545a Leszek Koltunski
  public int abortEffects(EffectTypes type)
433
    {
434
    switch(type)
435 6a06a912 Leszek Koltunski
      {
436 d6e94c84 Leszek Koltunski
      case MATRIX     : return mM.abortAll(true);
437
      case VERTEX     : return mV.abortAll(true);
438
      case FRAGMENT   : return mF.abortAll(true);
439
      case POSTPROCESS: return mP.abortAll(true);
440
      default         : return 0;
441 6a06a912 Leszek Koltunski
      }
442 d425545a Leszek Koltunski
    }
443 6a06a912 Leszek Koltunski
    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
/**
446
 * Aborts a single Effect.
447
 * 
448
 * @param id ID of the Effect we want to abort.
449 476bbc81 Leszek Koltunski
 * @return number of Effects aborted. Always either 0 or 1.
450 6a06a912 Leszek Koltunski
 */
451 d425545a Leszek Koltunski
  public int abortEffect(long id)
452
    {
453
    int type = (int)(id&EffectTypes.MASK);
454 1e438fc7 Leszek Koltunski
455 d6e94c84 Leszek Koltunski
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
456
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
457
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
458
    if( type==EffectTypes.POSTPROCESS.type ) return mP.removeByID(id>>EffectTypes.LENGTH);
459 1e438fc7 Leszek Koltunski
460 d425545a Leszek Koltunski
    return 0;
461
    }
462 6a06a912 Leszek Koltunski
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
/**
465 e8c81a8e Leszek Koltunski
 * Abort all Effects of a given name, for example all rotations.
466 6a06a912 Leszek Koltunski
 * 
467 d07f2950 Leszek Koltunski
 * @param name one of the constants defined in {@link EffectNames}
468 476bbc81 Leszek Koltunski
 * @return number of Effects aborted.
469 6a06a912 Leszek Koltunski
 */
470 d425545a Leszek Koltunski
  public int abortEffects(EffectNames name)
471
    {
472
    switch(name.getType())
473 6a06a912 Leszek Koltunski
      {
474 d6e94c84 Leszek Koltunski
      case MATRIX     : return mM.removeByType(name);
475
      case VERTEX     : return mV.removeByType(name);
476
      case FRAGMENT   : return mF.removeByType(name);
477
      case POSTPROCESS: return mP.removeByType(name);
478
      default         : return 0;
479 6a06a912 Leszek Koltunski
      }
480 d425545a Leszek Koltunski
    }
481 6a06a912 Leszek Koltunski
    
482
///////////////////////////////////////////////////////////////////////////////////////////////////
483
/**
484
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
485
 * 
486
 * @param id Effect ID we want to print info about
487
 * @return <code>true</code> if a single Effect of type effectType has been found.
488
 */
489
    
490 d425545a Leszek Koltunski
  public boolean printEffect(long id)
491
    {
492
    int type = (int)(id&EffectTypes.MASK);
493 1e438fc7 Leszek Koltunski
494 d6e94c84 Leszek Koltunski
    if( type==EffectTypes.MATRIX.type      )  return mM.printByID(id>>EffectTypes.LENGTH);
495
    if( type==EffectTypes.VERTEX.type      )  return mV.printByID(id>>EffectTypes.LENGTH);
496
    if( type==EffectTypes.FRAGMENT.type    )  return mF.printByID(id>>EffectTypes.LENGTH);
497
    if( type==EffectTypes.POSTPROCESS.type )  return mP.printByID(id>>EffectTypes.LENGTH);
498 1e438fc7 Leszek Koltunski
499 d425545a Leszek Koltunski
    return false;
500
    }
501 432442f9 Leszek Koltunski
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503
/**
504
 * Returns the maximum number of Matrix effects.
505
 *
506
 * @return The maximum number of Matrix effects
507
 */
508
  public static int getMaxMatrix()
509
    {
510
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
511
    }
512
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514
/**
515
 * Returns the maximum number of Vertex effects.
516
 *
517
 * @return The maximum number of Vertex effects
518
 */
519
  public static int getMaxVertex()
520
    {
521
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
522
    }
523
524
///////////////////////////////////////////////////////////////////////////////////////////////////
525
/**
526
 * Returns the maximum number of Fragment effects.
527
 *
528
 * @return The maximum number of Fragment effects
529
 */
530
  public static int getMaxFragment()
531
    {
532
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
533
    }
534
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
/**
537
 * Returns the maximum number of Postprocess effects.
538
 *
539
 * @return The maximum number of Postprocess effects
540
 */
541
  public static int getMaxPostprocess()
542
    {
543
    return EffectQueue.getMax(EffectTypes.POSTPROCESS.ordinal());
544
    }
545
546
///////////////////////////////////////////////////////////////////////////////////////////////////
547
/**
548
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
549
 * This can fail if:
550
 * <ul>
551
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
552
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
553
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
554
 *     time only decreasing the value of 'max' is permitted.
555
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
556
 * </ul>
557
 *
558
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
559
 *            than Byte.MAX_VALUE
560
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
561
 */
562
  public static boolean setMaxMatrix(int max)
563
    {
564
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
565
    }
566
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568
/**
569
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
570
 * This can fail if:
571
 * <ul>
572
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
573
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
574
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
575
 *     time only decreasing the value of 'max' is permitted.
576
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
577
 * </ul>
578
 *
579
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
580
 *            than Byte.MAX_VALUE
581
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
582
 */
583
  public static boolean setMaxVertex(int max)
584
    {
585
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
586
    }
587
588
///////////////////////////////////////////////////////////////////////////////////////////////////
589
/**
590
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
591
 * This can fail if:
592
 * <ul>
593
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
594
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
595
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
596
 *     time only decreasing the value of 'max' is permitted.
597
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
598
 * </ul>
599
 *
600
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
601
 *            than Byte.MAX_VALUE
602
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
603
 */
604
  public static boolean setMaxFragment(int max)
605
    {
606
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
607
    }
608
609
///////////////////////////////////////////////////////////////////////////////////////////////////
610
/**
611
 * Sets the maximum number of Postprocess effects that can be stored in a single EffectQueue at one time.
612
 * This can fail if:
613
 * <ul>
614
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
615
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
616
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
617
 *     time only decreasing the value of 'max' is permitted.
618
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
619
 * </ul>
620
 *
621
 * @param max new maximum number of simultaneous Postprocess Effects. Has to be a non-negative number not greater
622
 *            than Byte.MAX_VALUE
623
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
624
 */
625
  public static boolean setMaxPostprocess(int max)
626
    {
627
    return EffectQueue.setMax(EffectTypes.POSTPROCESS.ordinal(),max);
628
    }
629
630 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////   
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632
// Individual effect functions.
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634
// Matrix-based effects
635
///////////////////////////////////////////////////////////////////////////////////////////////////
636
/**
637 e8c81a8e Leszek Koltunski
 * Moves the Object by a (possibly changing in time) vector.
638 6a06a912 Leszek Koltunski
 * 
639 568b29d8 Leszek Koltunski
 * @param vector 3-dimensional Data which at any given time will return a Static3D
640 e0a16874 Leszek Koltunski
 *               representing the current coordinates of the vector we want to move the Object with.
641
 * @return       ID of the effect added, or -1 if we failed to add one.
642 6a06a912 Leszek Koltunski
 */
643 568b29d8 Leszek Koltunski
  public long move(Data3D vector)
644 6a06a912 Leszek Koltunski
    {   
645 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.MOVE,vector);
646 6a06a912 Leszek Koltunski
    }
647
648
///////////////////////////////////////////////////////////////////////////////////////////////////
649
/**
650 e8c81a8e Leszek Koltunski
 * Scales the Object by (possibly changing in time) 3D scale factors.
651 6a06a912 Leszek Koltunski
 * 
652 d1e740c5 Leszek Koltunski
 * @param scale 3-dimensional Data which at any given time returns a Static3D
653 e0a16874 Leszek Koltunski
 *              representing the current x- , y- and z- scale factors.
654
 * @return      ID of the effect added, or -1 if we failed to add one.
655 6a06a912 Leszek Koltunski
 */
656 568b29d8 Leszek Koltunski
  public long scale(Data3D scale)
657 6a06a912 Leszek Koltunski
    {   
658 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.SCALE,scale);
659 6a06a912 Leszek Koltunski
    }
660
661 2fce34f4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
662
/**
663 e8c81a8e Leszek Koltunski
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
664 2fce34f4 Leszek Koltunski
 *
665
 * @param scale The factor to scale all 3 dimensions with.
666
 * @return      ID of the effect added, or -1 if we failed to add one.
667
 */
668 d425545a Leszek Koltunski
  public long scale(float scale)
669
    {
670
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
671
    }
672 2fce34f4 Leszek Koltunski
673 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
674
/**
675 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
676
 * Static axis of rotation is given by the last parameter.
677
 *
678 9351ad55 Leszek Koltunski
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
679 568b29d8 Leszek Koltunski
 * @param axis   Axis of rotation
680 0df17fad Leszek Koltunski
 * @param center Coordinates of the Point we are rotating around.
681 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
682
 */
683 0df17fad Leszek Koltunski
  public long rotate(Data1D angle, Static3D axis, Data3D center )
684 6a06a912 Leszek Koltunski
    {   
685 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angle, axis, center);
686 6a06a912 Leszek Koltunski
    }
687
688
///////////////////////////////////////////////////////////////////////////////////////////////////
689
/**
690 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
691 2fce34f4 Leszek Koltunski
 * Here both angle and axis can dynamically change.
692 568b29d8 Leszek Koltunski
 *
693
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
694 0df17fad Leszek Koltunski
 * @param center    Coordinates of the Point we are rotating around.
695 568b29d8 Leszek Koltunski
 * @return          ID of the effect added, or -1 if we failed to add one.
696 e0a16874 Leszek Koltunski
 */
697 0df17fad Leszek Koltunski
  public long rotate(Data4D angleaxis, Data3D center)
698 568b29d8 Leszek Koltunski
    {
699 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angleaxis, center);
700 6a06a912 Leszek Koltunski
    }
701
702
///////////////////////////////////////////////////////////////////////////////////////////////////
703
/**
704 568b29d8 Leszek Koltunski
 * Rotates the Object by quaternion.
705 0df17fad Leszek Koltunski
 *
706 568b29d8 Leszek Koltunski
 * @param quaternion The quaternion describing the rotation.
707 0df17fad Leszek Koltunski
 * @param center     Coordinates of the Point we are rotating around.
708 568b29d8 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
709 6a06a912 Leszek Koltunski
 */
710 0df17fad Leszek Koltunski
  public long quaternion(Data4D quaternion, Data3D center )
711 568b29d8 Leszek Koltunski
    {
712 0df17fad Leszek Koltunski
    return mM.add(EffectNames.QUATERNION,quaternion,center);
713 6a06a912 Leszek Koltunski
    }
714
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
/**
717 568b29d8 Leszek Koltunski
 * Shears the Object.
718 6a06a912 Leszek Koltunski
 *
719 8c3cdec5 Leszek Koltunski
 * @param shear   The 3-tuple of shear factors. The first controls level
720
 *                of shearing in the X-axis, second - Y-axis and the third -
721
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
722
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
723 0df17fad Leszek Koltunski
 * @param center  Center of shearing, i.e. the point which stays unmoved.
724 e0a16874 Leszek Koltunski
 * @return        ID of the effect added, or -1 if we failed to add one.
725 6a06a912 Leszek Koltunski
 */
726 0df17fad Leszek Koltunski
  public long shear(Data3D shear, Data3D center)
727 6a06a912 Leszek Koltunski
    {
728 0df17fad Leszek Koltunski
    return mM.add(EffectNames.SHEAR, shear, center);
729 6a06a912 Leszek Koltunski
    }
730
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
// Fragment-based effects  
733
///////////////////////////////////////////////////////////////////////////////////////////////////
734
/**
735 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
736 6a06a912 Leszek Koltunski
 *        
737 2fce34f4 Leszek Koltunski
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
738 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
739
 *               Valid range: <0,1>
740 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
741 2fce34f4 Leszek Koltunski
 * @param region Region this Effect is limited to.
742
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
743
 * @return       ID of the effect added, or -1 if we failed to add one.
744 6a06a912 Leszek Koltunski
 */
745 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
746 6a06a912 Leszek Koltunski
    {
747 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
748 6a06a912 Leszek Koltunski
    }
749
750
///////////////////////////////////////////////////////////////////////////////////////////////////
751
/**
752 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change all three of its RGB components.
753
 *
754
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
755 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
756
 *               Valid range: <0,1>
757 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
758 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
759 6a06a912 Leszek Koltunski
 */
760 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color)
761 6a06a912 Leszek Koltunski
    {
762 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CHROMA, blend, color);
763 6a06a912 Leszek Koltunski
    }
764
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766
/**
767 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its transparency level.
768 6a06a912 Leszek Koltunski
 *        
769 2fce34f4 Leszek Koltunski
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
770 e4878781 Leszek Koltunski
 *               moment: pixel.a *= alpha.
771
 *               Valid range: <0,1>
772 d7bbef2f Leszek Koltunski
 * @param region Region this Effect is limited to. 
773 2fce34f4 Leszek Koltunski
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
774 d7bbef2f Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one. 
775 6a06a912 Leszek Koltunski
 */
776 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
777 6a06a912 Leszek Koltunski
    {
778 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
779 6a06a912 Leszek Koltunski
    }
780
781
///////////////////////////////////////////////////////////////////////////////////////////////////
782
/**
783 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its transparency level.
784
 *
785
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
786 e4878781 Leszek Koltunski
 *               given moment: pixel.a *= alpha.
787
 *               Valid range: <0,1>
788 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
789 6a06a912 Leszek Koltunski
 */
790 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha)
791 6a06a912 Leszek Koltunski
    {
792 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.ALPHA, alpha);
793 6a06a912 Leszek Koltunski
    }
794
795
///////////////////////////////////////////////////////////////////////////////////////////////////
796
/**
797 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its brightness level.
798 6a06a912 Leszek Koltunski
 *        
799 2fce34f4 Leszek Koltunski
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
800 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
801 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
802 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
803 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
804 6a06a912 Leszek Koltunski
 */
805 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
806 6a06a912 Leszek Koltunski
    {
807 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
808 6a06a912 Leszek Koltunski
    }
809
810
///////////////////////////////////////////////////////////////////////////////////////////////////
811
/**
812 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its brightness level.
813
 *
814
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
815 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
816 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
817 6a06a912 Leszek Koltunski
 */
818 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness)
819 6a06a912 Leszek Koltunski
    {
820 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.BRIGHTNESS, brightness);
821 6a06a912 Leszek Koltunski
    }
822
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824
/**
825 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its contrast level.
826 6a06a912 Leszek Koltunski
 *        
827 2fce34f4 Leszek Koltunski
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
828 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
829 e0a16874 Leszek Koltunski
 * @param region   Region this Effect is limited to.
830 2fce34f4 Leszek Koltunski
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
831 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
832 6a06a912 Leszek Koltunski
 */
833 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
834 6a06a912 Leszek Koltunski
    {
835 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
836 6a06a912 Leszek Koltunski
    }
837
838
///////////////////////////////////////////////////////////////////////////////////////////////////
839
/**
840 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its contrast level.
841
 *
842
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
843 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
844 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
845 6a06a912 Leszek Koltunski
 */
846 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast)
847 6a06a912 Leszek Koltunski
    {
848 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CONTRAST, contrast);
849 6a06a912 Leszek Koltunski
    }
850
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its saturation level.
854 6a06a912 Leszek Koltunski
 *        
855 2fce34f4 Leszek Koltunski
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
856 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
857 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
858 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
859 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
860 6a06a912 Leszek Koltunski
 */
861 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
862 6a06a912 Leszek Koltunski
    {
863 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
864 6a06a912 Leszek Koltunski
    }
865
866
///////////////////////////////////////////////////////////////////////////////////////////////////
867
/**
868 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its saturation level.
869
 *
870
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
871 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
872 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
873 6a06a912 Leszek Koltunski
 */
874 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation)
875 6a06a912 Leszek Koltunski
    {
876 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.SATURATION, saturation);
877 6a06a912 Leszek Koltunski
    }
878
879
///////////////////////////////////////////////////////////////////////////////////////////////////
880
// Vertex-based effects  
881
///////////////////////////////////////////////////////////////////////////////////////////////////
882
/**
883 e0a16874 Leszek Koltunski
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
884 f2fe7e28 Leszek Koltunski
 *
885
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
886
 *               currently being dragged with.
887 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
888 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
889
 * @return       ID of the effect added, or -1 if we failed to add one.
890 6a06a912 Leszek Koltunski
 */
891 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center, Data4D region)
892 6a06a912 Leszek Koltunski
    {  
893 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, region);
894 6a06a912 Leszek Koltunski
    }
895
896
///////////////////////////////////////////////////////////////////////////////////////////////////
897
/**
898 e0a16874 Leszek Koltunski
 * Distort the whole Object by a (possibly changing in time) vector of force.
899 f2fe7e28 Leszek Koltunski
 *
900
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
901
 *               currently being dragged with.
902 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
903 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
904 6a06a912 Leszek Koltunski
 */
905 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center)
906 d425545a Leszek Koltunski
    {
907 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, null);
908 d425545a Leszek Koltunski
    }
909 6a06a912 Leszek Koltunski
910 6ebdbbf1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
911
/**
912
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
913
 * a (possibly changing in time) point on the Object.
914
 *
915
 * @param vector Vector of force that deforms the shape of the whole Object.
916
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
917
 * @param region Region that masks the Effect.
918
 * @return       ID of the effect added, or -1 if we failed to add one.
919
 */
920
  public long deform(Data3D vector, Data3D center, Data4D region)
921
    {
922
    return mV.add(EffectNames.DEFORM, vector, center, region);
923
    }
924
925 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
926
/**
927 e0a16874 Leszek Koltunski
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
928 9351ad55 Leszek Koltunski
 * a (possibly changing in time) point on the Object.
929 6a06a912 Leszek Koltunski
 *     
930 f2fe7e28 Leszek Koltunski
 * @param vector Vector of force that deforms the shape of the whole Object.
931 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
932 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
933 6a06a912 Leszek Koltunski
 */
934 fa6c352d Leszek Koltunski
  public long deform(Data3D vector, Data3D center)
935 6a06a912 Leszek Koltunski
    {  
936 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DEFORM, vector, center, null);
937 6a06a912 Leszek Koltunski
    }
938
939
///////////////////////////////////////////////////////////////////////////////////////////////////  
940
/**
941 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
942 6a06a912 Leszek Koltunski
 * away from the center (degree<=1)
943 f2fe7e28 Leszek Koltunski
 *
944
 * @param sink   The current degree of the Effect.
945 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
946 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
947
 * @return       ID of the effect added, or -1 if we failed to add one.
948 6a06a912 Leszek Koltunski
 */
949 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center, Data4D region)
950 6a06a912 Leszek Koltunski
    {
951 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SINK, sink, center, region);
952 6a06a912 Leszek Koltunski
    }
953
954
///////////////////////////////////////////////////////////////////////////////////////////////////
955
/**
956 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
957
 * away from the center (degree<=1)
958
 *
959
 * @param sink   The current degree of the Effect.
960 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
961 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
962 6a06a912 Leszek Koltunski
 */
963 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center)
964 d425545a Leszek Koltunski
    {
965
    return mV.add(EffectNames.SINK, sink, center);
966
    }
967 6a06a912 Leszek Koltunski
968 82ee855a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
969
/**
970
 * Pull all points around the center of the Effect towards a line passing through the center
971
 * (that's if degree>=1) or push them away from the line (degree<=1)
972
 *
973
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
974
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
975
 * @param region Region that masks the Effect.
976
 * @return       ID of the effect added, or -1 if we failed to add one.
977
 */
978
  public long pinch(Data2D pinch, Data3D center, Data4D region)
979
    {
980
    return mV.add(EffectNames.PINCH, pinch, center, region);
981
    }
982
983
///////////////////////////////////////////////////////////////////////////////////////////////////
984
/**
985
 * Pull all points around the center of the Effect towards a line passing through the center
986
 * (that's if degree>=1) or push them away from the line (degree<=1)
987
 *
988
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
989
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
990
 * @return       ID of the effect added, or -1 if we failed to add one.
991
 */
992
  public long pinch(Data2D pinch, Data3D center)
993
    {
994
    return mV.add(EffectNames.PINCH, pinch, center);
995
    }
996
997 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////  
998
/**
999 f2fe7e28 Leszek Koltunski
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1000
 *
1001 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1002 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1003 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
1004
 * @return       ID of the effect added, or -1 if we failed to add one.
1005 6a06a912 Leszek Koltunski
 */
1006 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1007 6a06a912 Leszek Koltunski
    {    
1008 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1009 6a06a912 Leszek Koltunski
    }
1010
1011
///////////////////////////////////////////////////////////////////////////////////////////////////
1012
/**
1013 f2fe7e28 Leszek Koltunski
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1014
 *
1015 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1016 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1017 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
1018 6a06a912 Leszek Koltunski
 */
1019 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center)
1020 d425545a Leszek Koltunski
    {
1021
    return mV.add(EffectNames.SWIRL, swirl, center);
1022
    }
1023 4fde55a0 Leszek Koltunski
1024
///////////////////////////////////////////////////////////////////////////////////////////////////
1025
/**
1026
 * Directional, sinusoidal wave effect.
1027
 *
1028 350cc2f5 Leszek Koltunski
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1029 ea16dc89 Leszek Koltunski
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1030 350cc2f5 Leszek Koltunski
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1031
 *               describe the 'direction' of the wave.
1032 3695d6fa Leszek Koltunski
 *               <p>
1033 d0c902b8 Leszek Koltunski
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1034
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1035
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1036
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1037 3695d6fa Leszek Koltunski
 *               <p>
1038
 *               <p>
1039 d0c902b8 Leszek Koltunski
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1040
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1041
 *               will be sine shapes.
1042 3695d6fa Leszek Koltunski
 *               <p>
1043 d0c902b8 Leszek Koltunski
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1044
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1045
 *               YZ-plane with be sine shapes.
1046 3695d6fa Leszek Koltunski
 *               <p>
1047 d0c902b8 Leszek Koltunski
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1048 350cc2f5 Leszek Koltunski
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1049
 *               value if sin at this point.
1050 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1051 4fde55a0 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
1052
 */
1053 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center)
1054 4fde55a0 Leszek Koltunski
    {
1055 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.WAVE, wave, center, null);
1056 4fde55a0 Leszek Koltunski
    }
1057
1058
///////////////////////////////////////////////////////////////////////////////////////////////////
1059
/**
1060
 * Directional, sinusoidal wave effect.
1061
 *
1062 421c2728 Leszek Koltunski
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1063 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1064 4fde55a0 Leszek Koltunski
 * @param region Region that masks the Effect.
1065
 * @return       ID of the effect added, or -1 if we failed to add one.
1066
 */
1067 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center, Data4D region)
1068 4fde55a0 Leszek Koltunski
    {
1069
    return mV.add(EffectNames.WAVE, wave, center, region);
1070
    }
1071 d6e94c84 Leszek Koltunski
1072
///////////////////////////////////////////////////////////////////////////////////////////////////
1073
// Postprocess-based effects
1074
///////////////////////////////////////////////////////////////////////////////////////////////////
1075
/**
1076
 * Blur the object.
1077
 *
1078
 * @param radius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
1079
 *               take into account 10 pixels in each direction.
1080
 * @return ID of the effect added, or -1 if we failed to add one.
1081
 */
1082 85cbbc5e Leszek Koltunski
  public long blur(Data1D radius)
1083 d6e94c84 Leszek Koltunski
    {
1084 85cbbc5e Leszek Koltunski
    return mP.add(EffectNames.BLUR, radius);
1085 d6e94c84 Leszek Koltunski
    }
1086 f2fe7e28 Leszek Koltunski
  }