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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Abstract class that represents an Effect that works by injecting certain code into the main Fragment shader.
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*/
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public abstract class FragmentEffect extends Effect
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{
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/**
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* 12: 4-per effect interpolated values, 3 dimensional Center (+padding), 3 dimensional Region (+padding).
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*/
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public static final int NUM_FLOAT_UNIFORMS = 12;
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/**
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* 4: the name, unused, unused, unused
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*/
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public static final int NUM_INT_UNIFORMS = 4;
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static final int VALUES_OFFSET = 0;
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static final int CENTER_OFFSET = 5;
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static final int REGION_OFFSET = 8;
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private static String mGLSL = "";
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private static int mNumEnabled = 0;
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final static Static3D MAX_REGION = new Static3D(1000000,1000000,1000000);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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FragmentEffect(EffectName name)
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{
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super(name);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// prepare code to be injected into the 'main_fragment_shader' main() function.
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static void addEffect(EffectName not_smooth, EffectName yes_smooth, String code)
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{
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int effect1 = not_smooth.ordinal();
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int effect2 = yes_smooth.ordinal();
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if( mEnabled[effect1] ) return;
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mEnabled[effect1] = true;
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mNumEnabled ++;
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mGLSL +=
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"if( fProperties[i].x =="+effect1+")\n"
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+ "{\n"
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+ "degree = sign(degree); \n"
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+ code +"\n"
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+ "}\n"
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+"else\n"
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+"if( fProperties[i].x =="+effect2+")\n"
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+ "{\n"
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+ code +"\n"
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+ "}\n"
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+"else\n";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public static String getGLSL()
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{
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return mGLSL + "{}";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void destroyStatics()
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{
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mNumEnabled = 0;
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mGLSL = "";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public void addQueue(EffectQueue queue)
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{
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// NO OP
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public void remQueue(EffectQueue queue)
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{
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// NO OP
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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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* Return the number of Fragment effects enabled.
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*/
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public static int getNumEnabled()
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{
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return mNumEnabled;
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}
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}
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