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library / src / main / java / org / distorted / library / DistortedEffects.java @ f80337b5

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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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  static final int MAIN_PROGRAM = 0;
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  static final int FEED_PROGRAM = 1;
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  static final int NUM_PROGRAMS = 2;
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  // THIS IS FOR MAIN AND FEEDBACK PROGRAMS ///
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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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  /// MAIN PROGRAM ///
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  private static DistortedProgram mMainProgram;
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  private static int mMainTextureH;
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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 PROGRAM /////
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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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  /// FEEDBACK PROGRAM //
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  private static DistortedProgram mFeedbackProgram;
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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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    //// BOTH MAIN AND FEEDBACK PROGRAMS ///////
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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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    //////////////////////////////////////////////////////////////////////////////////////
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    ////////// MAIN PROGRAM //////////////////////////////////////////////////////////////
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    //////////////////////////////////////////////////////////////////////////////////////
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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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    mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL);
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    int mainProgramH = mMainProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(mainProgramH);
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    EffectQueueVertex.getUniforms(MAIN_PROGRAM,mainProgramH);
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    EffectQueueMatrix.getUniforms(MAIN_PROGRAM,mainProgramH);
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    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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    //////////////////////////////////////////////////////////////////////////////////////
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    ////////// FEEDBACK PROGRAM //////////////////////////////////////////////////////////
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    //////////////////////////////////////////////////////////////////////////////////////
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    final InputStream feedVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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    final InputStream feedFragStream = resources.openRawResource(R.raw.feedback_fragment_shader);
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    String[] feedback = { "v_Position" };
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    mFeedbackProgram = new DistortedProgram(feedVertStream,feedFragStream, mainVertHeader, Distorted.GLSL_VERSION, Distorted.GLSL, feedback);
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    int feedProgramH = mFeedbackProgram.getProgramHandle();
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    EffectQueueFragment.getUniforms(feedProgramH);
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    EffectQueueVertex.getUniforms(FEED_PROGRAM,feedProgramH);
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    EffectQueueMatrix.getUniforms(FEED_PROGRAM,feedProgramH);
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    //////////////////////////////////////////////////////////////////////////////////////
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    ////////// BLIT PROGRAM //////////////////////////////////////////////////////////////
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    //////////////////////////////////////////////////////////////////////////////////////
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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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    //////////////////////////////////////////////////////////////////////////////////////
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    ////////// DEBUG PROGRAM /////////////////////////////////////////////////////////////
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    //////////////////////////////////////////////////////////////////////////////////////
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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)
267
    {
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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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      {
279
      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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    mDebugProgram.useProgram();
300
    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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    GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
312
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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316
  void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
317
    {
318
    mM.compute(currTime);
319
    mV.compute(currTime);
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    mF.compute(currTime);
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    float halfZ = halfW*mesh.zFactor;
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    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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    mMainProgram.useProgram();
327
    GLES30.glUniform1i(mMainTextureH, 0);
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    surface.setAsOutput(currTime);
329
    mM.send(MAIN_PROGRAM,surface,halfW,halfH,halfZ);
330
    mV.send(MAIN_PROGRAM,halfW,halfH,halfZ);
331
    mF.send(halfW,halfH);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mNorVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mTexVBO[0]);
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    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
341
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
342
    }
343

    
344
///////////////////////////////////////////////////////////////////////////////////////////////////
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346
  void drawPrivFeedback(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime)
347
    {
348
    mM.compute(currTime);
349
    mV.compute(currTime);
350
    mF.compute(currTime);
351

    
352
    float halfZ = halfW*mesh.zFactor;
353

    
354
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
355

    
356
    mFeedbackProgram.useProgram();
357
    surface.setAsOutput(currTime);
358
    mM.send(FEED_PROGRAM,surface,halfW,halfH,halfZ);
359
    mV.send(FEED_PROGRAM,halfW,halfH,halfZ);
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361
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosVBO[0]);
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    GLES30.glVertexAttribPointer(mFeedbackProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mNorVBO[0]);
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    GLES30.glVertexAttribPointer(mFeedbackProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, 0);
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    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mTexVBO[0]);
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    GLES30.glVertexAttribPointer(mFeedbackProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, 0);
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368
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mPosTBO[0]);
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    GLES30.glEnable(GLES30.GL_RASTERIZER_DISCARD);
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    GLES30.glBeginTransformFeedback(GLES30.GL_POINTS);
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    GLES30.glDrawArrays(GLES30.GL_POINTS, 0, mesh.dataLength);
372

    
373
    int error = GLES30.glGetError();
374
    if (error != GLES30.GL_NO_ERROR)
375
      {
376
      throw new RuntimeException("2 glError 0x" + Integer.toHexString(error));
377
      }
378

    
379
    GLES30.glEndTransformFeedback();
380
    GLES30.glDisable(GLES30.GL_RASTERIZER_DISCARD);
381
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
382
/*
383
int len = mesh.dataLength*MeshObject.BYTES_PER_FLOAT*MeshObject.POSITION_DATA_SIZE;
384

    
385
Buffer mappedBuffer =  GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, len, GLES30.GL_MAP_READ_BIT);
386
FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer();
387
FloatBuffer bb = mesh.mMeshPositions;
388

    
389
String msgB = "";
390
for(int d=0; d<mesh.dataLength; d++)
391
  {
392
  msgB+="("+(2*halfW*bb.get(3*d+0))+","+(2*halfH*bb.get(3*d+1))+","+(2*halfZ*bb.get(3*d+2))+")";
393
  }
394
android.util.Log.d( "Feedback", msgB);
395

    
396
String msgA = "";
397
for(int d=0; d<mesh.dataLength; d++)
398
  {
399
  msgA+="("+fb.get(3*d+0)+","+fb.get(3*d+1)+","+fb.get(3*d+2)+")";
400
  }
401
android.util.Log.d( "Feedback", msgA);
402

    
403
android.util.Log.e( "Feedback",msgA.equalsIgnoreCase(msgB) ? "identical":"not identical");
404

    
405
GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER);
406
*/
407

    
408
    /// DEBUG ONLY //////
409
    // displayBoundingRect(halfW, halfH, halfZ, surface, mM.getMVP(), fb, currTime );
410
    /// END DEBUG ///////
411

    
412
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
413

    
414

    
415

    
416

    
417
    mMainProgram.useProgram();
418
    GLES30.glUniform1i(mMainTextureH, 0);
419
    mM.sendFeedback(MAIN_PROGRAM,surface,halfW,halfH,halfZ);
420
    mV.sendZero(MAIN_PROGRAM);
421
    mF.send(halfW,halfH);
422

    
423
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mPosTBO[0]);
424
    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POSITION_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
425
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mNorVBO[0]);
426
    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NORMAL_DATA_SIZE  , GLES30.GL_FLOAT, false, 0, 0);
427
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mTexVBO[0]);
428
    GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE     , GLES30.GL_FLOAT, false, 0, 0);
429

    
430
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.dataLength);
431
    GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0 );
432
    }
433

    
434
///////////////////////////////////////////////////////////////////////////////////////////////////
435
   
436
  static void blitPriv(DistortedOutputSurface surface)
437
    {
438
    mBlitProgram.useProgram();
439

    
440
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
441
    GLES30.glUniform1i(mBlitTextureH, 0);
442
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
443
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
444
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
445
    }
446
    
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448
   
449
  private void releasePriv()
450
    {
451
    if( !matrixCloned     ) mM.abortAll(false);
452
    if( !vertexCloned     ) mV.abortAll(false);
453
    if( !fragmentCloned   ) mF.abortAll(false);
454

    
455
    mM = null;
456
    mV = null;
457
    mF = null;
458
    }
459

    
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461

    
462
  static void onDestroy()
463
    {
464
    mNextID = 0;
465

    
466
    int len = EffectNames.size();
467

    
468
    for(int i=0; i<len; i++)
469
      {
470
      mEffectEnabled[i] = false;
471
      }
472
    }
473

    
474
///////////////////////////////////////////////////////////////////////////////////////////////////
475
// PUBLIC API
476
///////////////////////////////////////////////////////////////////////////////////////////////////
477
/**
478
 * Create empty effect queue.
479
 */
480
  public DistortedEffects()
481
    {
482
    mID = ++mNextID;
483
    initializeEffectLists(this,0);
484
    }
485

    
486
///////////////////////////////////////////////////////////////////////////////////////////////////
487
/**
488
 * Copy constructor.
489
 * <p>
490
 * Whatever we do not clone gets created just like in the default constructor.
491
 *
492
 * @param dc    Source object to create our object from
493
 * @param flags A bitmask of values specifying what to copy.
494
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
495
 */
496
  public DistortedEffects(DistortedEffects dc, int flags)
497
    {
498
    mID = ++mNextID;
499
    initializeEffectLists(dc,flags);
500
    }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503
/**
504
 * Releases all resources. After this call, the queue should not be used anymore.
505
 */
506
  @SuppressWarnings("unused")
507
  public synchronized void delete()
508
    {
509
    releasePriv();
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514
 * Returns unique ID of this instance.
515
 *
516
 * @return ID of the object.
517
 */
518
  public long getID()
519
      {
520
      return mID;
521
      }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
526
 * to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
527
 * 
528
 * @param el A class implementing the EffectListener interface that wants to get notifications.
529
 */
530
  @SuppressWarnings("unused")
531
  public void registerForMessages(EffectListener el)
532
    {
533
    mV.registerForMessages(el);
534
    mF.registerForMessages(el);
535
    mM.registerForMessages(el);
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * Removes the calling class from the list of Listeners.
541
 * 
542
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
543
 */
544
  @SuppressWarnings("unused")
545
  public void deregisterForMessages(EffectListener el)
546
    {
547
    mV.deregisterForMessages(el);
548
    mF.deregisterForMessages(el);
549
    mM.deregisterForMessages(el);
550
    }
551

    
552
///////////////////////////////////////////////////////////////////////////////////////////////////
553
/**
554
 * Aborts all Effects.
555
 * @return Number of effects aborted.
556
 */
557
  public int abortAllEffects()
558
    {
559
    return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
560
    }
561

    
562
///////////////////////////////////////////////////////////////////////////////////////////////////
563
/**
564
 * Aborts all Effects of a given type, for example all MATRIX Effects.
565
 * 
566
 * @param type one of the constants defined in {@link EffectTypes}
567
 * @return Number of effects aborted.
568
 */
569
  public int abortEffects(EffectTypes type)
570
    {
571
    switch(type)
572
      {
573
      case MATRIX     : return mM.abortAll(true);
574
      case VERTEX     : return mV.abortAll(true);
575
      case FRAGMENT   : return mF.abortAll(true);
576
      default         : return 0;
577
      }
578
    }
579
    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581
/**
582
 * Aborts a single Effect.
583
 * 
584
 * @param id ID of the Effect we want to abort.
585
 * @return number of Effects aborted. Always either 0 or 1.
586
 */
587
  public int abortEffect(long id)
588
    {
589
    int type = (int)(id&EffectTypes.MASK);
590

    
591
    if( type==EffectTypes.MATRIX.type      ) return mM.removeByID(id>>EffectTypes.LENGTH);
592
    if( type==EffectTypes.VERTEX.type      ) return mV.removeByID(id>>EffectTypes.LENGTH);
593
    if( type==EffectTypes.FRAGMENT.type    ) return mF.removeByID(id>>EffectTypes.LENGTH);
594

    
595
    return 0;
596
    }
597

    
598
///////////////////////////////////////////////////////////////////////////////////////////////////
599
/**
600
 * Abort all Effects of a given name, for example all rotations.
601
 * 
602
 * @param name one of the constants defined in {@link EffectNames}
603
 * @return number of Effects aborted.
604
 */
605
  public int abortEffects(EffectNames name)
606
    {
607
    switch(name.getType())
608
      {
609
      case MATRIX     : return mM.removeByType(name);
610
      case VERTEX     : return mV.removeByType(name);
611
      case FRAGMENT   : return mF.removeByType(name);
612
      default         : return 0;
613
      }
614
    }
615
    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617
/**
618
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
619
 * 
620
 * @param id Effect ID we want to print info about
621
 * @return <code>true</code> if a single Effect of type effectType has been found.
622
 */
623
  @SuppressWarnings("unused")
624
  public boolean printEffect(long id)
625
    {
626
    int type = (int)(id&EffectTypes.MASK);
627

    
628
    if( type==EffectTypes.MATRIX.type  )  return mM.printByID(id>>EffectTypes.LENGTH);
629
    if( type==EffectTypes.VERTEX.type  )  return mV.printByID(id>>EffectTypes.LENGTH);
630
    if( type==EffectTypes.FRAGMENT.type)  return mF.printByID(id>>EffectTypes.LENGTH);
631

    
632
    return false;
633
    }
634

    
635
///////////////////////////////////////////////////////////////////////////////////////////////////
636
/**
637
 * Enables a given Effect.
638
 * <p>
639
 * By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
640
 * This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
641
 * The point: by enabling only the effects we need, we can optimize the shaders.
642
 *
643
 * @param name Name of the Effect to enable.
644
 */
645
  public static void enableEffect(EffectNames name)
646
    {
647
    mEffectEnabled[name.ordinal()] = true;
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651
/**
652
 * Returns the maximum number of Matrix effects.
653
 *
654
 * @return The maximum number of Matrix effects
655
 */
656
  @SuppressWarnings("unused")
657
  public static int getMaxMatrix()
658
    {
659
    return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
660
    }
661

    
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
/**
664
 * Returns the maximum number of Vertex effects.
665
 *
666
 * @return The maximum number of Vertex effects
667
 */
668
  @SuppressWarnings("unused")
669
  public static int getMaxVertex()
670
    {
671
    return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
672
    }
673

    
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
/**
676
 * Returns the maximum number of Fragment effects.
677
 *
678
 * @return The maximum number of Fragment effects
679
 */
680
  @SuppressWarnings("unused")
681
  public static int getMaxFragment()
682
    {
683
    return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
684
    }
685

    
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687
/**
688
 * Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
689
 * This can fail if:
690
 * <ul>
691
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
692
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
693
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
694
 *     time only decreasing the value of 'max' is permitted.
695
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
696
 * </ul>
697
 *
698
 * @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
699
 *            than Byte.MAX_VALUE
700
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
701
 */
702
  @SuppressWarnings("unused")
703
  public static boolean setMaxMatrix(int max)
704
    {
705
    return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
706
    }
707

    
708
///////////////////////////////////////////////////////////////////////////////////////////////////
709
/**
710
 * Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
711
 * This can fail if:
712
 * <ul>
713
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
714
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
715
 *     before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
716
 *     time only decreasing the value of 'max' is permitted.
717
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
718
 * </ul>
719
 *
720
 * @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
721
 *            than Byte.MAX_VALUE
722
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
723
 */
724
  @SuppressWarnings("unused")
725
  public static boolean setMaxVertex(int max)
726
    {
727
    return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
728
    }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731
/**
732
 * Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
733
 * This can fail if:
734
 * <ul>
735
 * <li>the value of 'max' is outside permitted range (0 &le; max &le; Byte.MAX_VALUE)
736
 * <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
737
 *     before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
738
 *     time only decreasing the value of 'max' is permitted.
739
 * <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
740
 * </ul>
741
 *
742
 * @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
743
 *            than Byte.MAX_VALUE
744
 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
745
 */
746
  @SuppressWarnings("unused")
747
  public static boolean setMaxFragment(int max)
748
    {
749
    return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
750
    }
751

    
752
///////////////////////////////////////////////////////////////////////////////////////////////////   
753
///////////////////////////////////////////////////////////////////////////////////////////////////
754
// Individual effect functions.
755
///////////////////////////////////////////////////////////////////////////////////////////////////
756
// Matrix-based effects
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758
/**
759
 * Moves the Object by a (possibly changing in time) vector.
760
 * 
761
 * @param vector 3-dimensional Data which at any given time will return a Static3D
762
 *               representing the current coordinates of the vector we want to move the Object with.
763
 * @return       ID of the effect added, or -1 if we failed to add one.
764
 */
765
  public long move(Data3D vector)
766
    {   
767
    return mM.add(EffectNames.MOVE,vector);
768
    }
769

    
770
///////////////////////////////////////////////////////////////////////////////////////////////////
771
/**
772
 * Scales the Object by (possibly changing in time) 3D scale factors.
773
 * 
774
 * @param scale 3-dimensional Data which at any given time returns a Static3D
775
 *              representing the current x- , y- and z- scale factors.
776
 * @return      ID of the effect added, or -1 if we failed to add one.
777
 */
778
  public long scale(Data3D scale)
779
    {   
780
    return mM.add(EffectNames.SCALE,scale);
781
    }
782

    
783
///////////////////////////////////////////////////////////////////////////////////////////////////
784
/**
785
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
786
 *
787
 * @param scale The factor to scale all 3 dimensions with.
788
 * @return      ID of the effect added, or -1 if we failed to add one.
789
 */
790
  public long scale(float scale)
791
    {
792
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
793
    }
794

    
795
///////////////////////////////////////////////////////////////////////////////////////////////////
796
/**
797
 * Rotates the Object by 'angle' degrees around the center.
798
 * Static axis of rotation is given by the last parameter.
799
 *
800
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
801
 * @param axis   Axis of rotation
802
 * @param center Coordinates of the Point we are rotating around.
803
 * @return       ID of the effect added, or -1 if we failed to add one.
804
 */
805
  public long rotate(Data1D angle, Static3D axis, Data3D center )
806
    {   
807
    return mM.add(EffectNames.ROTATE, angle, axis, center);
808
    }
809

    
810
///////////////////////////////////////////////////////////////////////////////////////////////////
811
/**
812
 * Rotates the Object by 'angle' degrees around the center.
813
 * Here both angle and axis can dynamically change.
814
 *
815
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
816
 * @param center    Coordinates of the Point we are rotating around.
817
 * @return          ID of the effect added, or -1 if we failed to add one.
818
 */
819
  public long rotate(Data4D angleaxis, Data3D center)
820
    {
821
    return mM.add(EffectNames.ROTATE, angleaxis, center);
822
    }
823

    
824
///////////////////////////////////////////////////////////////////////////////////////////////////
825
/**
826
 * Rotates the Object by quaternion.
827
 *
828
 * @param quaternion The quaternion describing the rotation.
829
 * @param center     Coordinates of the Point we are rotating around.
830
 * @return           ID of the effect added, or -1 if we failed to add one.
831
 */
832
  public long quaternion(Data4D quaternion, Data3D center )
833
    {
834
    return mM.add(EffectNames.QUATERNION,quaternion,center);
835
    }
836

    
837
///////////////////////////////////////////////////////////////////////////////////////////////////
838
/**
839
 * Shears the Object.
840
 *
841
 * @param shear   The 3-tuple of shear factors. The first controls level
842
 *                of shearing in the X-axis, second - Y-axis and the third -
843
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
844
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
845
 * @param center  Center of shearing, i.e. the point which stays unmoved.
846
 * @return        ID of the effect added, or -1 if we failed to add one.
847
 */
848
  public long shear(Data3D shear, Data3D center)
849
    {
850
    return mM.add(EffectNames.SHEAR, shear, center);
851
    }
852

    
853
///////////////////////////////////////////////////////////////////////////////////////////////////
854
// Fragment-based effects  
855
///////////////////////////////////////////////////////////////////////////////////////////////////
856
/**
857
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
858
 *        
859
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
860
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
861
 *               Valid range: <0,1>
862
 * @param color  Color to mix. (1,0,0) is RED.
863
 * @param region Region this Effect is limited to.
864
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
865
 * @return       ID of the effect added, or -1 if we failed to add one.
866
 */
867
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
868
    {
869
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
870
    }
871

    
872
///////////////////////////////////////////////////////////////////////////////////////////////////
873
/**
874
 * Makes the whole Object smoothly change all three of its RGB components.
875
 *
876
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
877
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
878
 *               Valid range: <0,1>
879
 * @param color  Color to mix. (1,0,0) is RED.
880
 * @return       ID of the effect added, or -1 if we failed to add one.
881
 */
882
  public long chroma(Data1D blend, Data3D color)
883
    {
884
    return mF.add(EffectNames.CHROMA, blend, color);
885
    }
886

    
887
///////////////////////////////////////////////////////////////////////////////////////////////////
888
/**
889
 * Makes a certain sub-region of the Object smoothly change its transparency level.
890
 *        
891
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
892
 *               moment: pixel.a *= alpha.
893
 *               Valid range: <0,1>
894
 * @param region Region this Effect is limited to. 
895
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
896
 * @return       ID of the effect added, or -1 if we failed to add one. 
897
 */
898
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
899
    {
900
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
901
    }
902

    
903
///////////////////////////////////////////////////////////////////////////////////////////////////
904
/**
905
 * Makes the whole Object smoothly change its transparency level.
906
 *
907
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
908
 *               given moment: pixel.a *= alpha.
909
 *               Valid range: <0,1>
910
 * @return       ID of the effect added, or -1 if we failed to add one.
911
 */
912
  public long alpha(Data1D alpha)
913
    {
914
    return mF.add(EffectNames.ALPHA, alpha);
915
    }
916

    
917
///////////////////////////////////////////////////////////////////////////////////////////////////
918
/**
919
 * Makes a certain sub-region of the Object smoothly change its brightness level.
920
 *        
921
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
922
 *                   at any given moment. Valid range: <0,infinity)
923
 * @param region     Region this Effect is limited to.
924
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
925
 * @return           ID of the effect added, or -1 if we failed to add one.
926
 */
927
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
928
    {
929
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
930
    }
931

    
932
///////////////////////////////////////////////////////////////////////////////////////////////////
933
/**
934
 * Makes the whole Object smoothly change its brightness level.
935
 *
936
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
937
 *                   at any given moment. Valid range: <0,infinity)
938
 * @return           ID of the effect added, or -1 if we failed to add one.
939
 */
940
  public long brightness(Data1D brightness)
941
    {
942
    return mF.add(EffectNames.BRIGHTNESS, brightness);
943
    }
944

    
945
///////////////////////////////////////////////////////////////////////////////////////////////////
946
/**
947
 * Makes a certain sub-region of the Object smoothly change its contrast level.
948
 *        
949
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
950
 *                 at any given moment. Valid range: <0,infinity)
951
 * @param region   Region this Effect is limited to.
952
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
953
 * @return         ID of the effect added, or -1 if we failed to add one.
954
 */
955
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
956
    {
957
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
958
    }
959

    
960
///////////////////////////////////////////////////////////////////////////////////////////////////
961
/**
962
 * Makes the whole Object smoothly change its contrast level.
963
 *
964
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
965
 *                 at any given moment. Valid range: <0,infinity)
966
 * @return         ID of the effect added, or -1 if we failed to add one.
967
 */
968
  public long contrast(Data1D contrast)
969
    {
970
    return mF.add(EffectNames.CONTRAST, contrast);
971
    }
972

    
973
///////////////////////////////////////////////////////////////////////////////////////////////////
974
/**
975
 * Makes a certain sub-region of the Object smoothly change its saturation level.
976
 *        
977
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
978
 *                   at any given moment. Valid range: <0,infinity)
979
 * @param region     Region this Effect is limited to.
980
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
981
 * @return           ID of the effect added, or -1 if we failed to add one.
982
 */
983
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
984
    {
985
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
986
    }
987

    
988
///////////////////////////////////////////////////////////////////////////////////////////////////
989
/**
990
 * Makes the whole Object smoothly change its saturation level.
991
 *
992
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
993
 *                   at any given moment. Valid range: <0,infinity)
994
 * @return           ID of the effect added, or -1 if we failed to add one.
995
 */
996
  public long saturation(Data1D saturation)
997
    {
998
    return mF.add(EffectNames.SATURATION, saturation);
999
    }
1000

    
1001
///////////////////////////////////////////////////////////////////////////////////////////////////
1002
// Vertex-based effects  
1003
///////////////////////////////////////////////////////////////////////////////////////////////////
1004
/**
1005
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
1006
 *
1007
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
1008
 *               currently being dragged with.
1009
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1010
 * @param region Region that masks the Effect.
1011
 * @return       ID of the effect added, or -1 if we failed to add one.
1012
 */
1013
  public long distort(Data3D vector, Data3D center, Data4D region)
1014
    {  
1015
    return mV.add(EffectNames.DISTORT, vector, center, region);
1016
    }
1017

    
1018
///////////////////////////////////////////////////////////////////////////////////////////////////
1019
/**
1020
 * Distort the whole Object by a (possibly changing in time) vector of force.
1021
 *
1022
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
1023
 *               currently being dragged with.
1024
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1025
 * @return       ID of the effect added, or -1 if we failed to add one.
1026
 */
1027
  public long distort(Data3D vector, Data3D center)
1028
    {
1029
    return mV.add(EffectNames.DISTORT, vector, center, null);
1030
    }
1031

    
1032
///////////////////////////////////////////////////////////////////////////////////////////////////
1033
/**
1034
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
1035
 * a (possibly changing in time) point on the Object.
1036
 *
1037
 * @param vector Vector of force that deforms the shape of the whole Object.
1038
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1039
 * @param region Region that masks the Effect.
1040
 * @return       ID of the effect added, or -1 if we failed to add one.
1041
 */
1042
  public long deform(Data3D vector, Data3D center, Data4D region)
1043
    {
1044
    return mV.add(EffectNames.DEFORM, vector, center, region);
1045
    }
1046

    
1047
///////////////////////////////////////////////////////////////////////////////////////////////////
1048
/**
1049
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
1050
 * a (possibly changing in time) point on the Object.
1051
 *     
1052
 * @param vector Vector of force that deforms the shape of the whole Object.
1053
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1054
 * @return       ID of the effect added, or -1 if we failed to add one.
1055
 */
1056
  public long deform(Data3D vector, Data3D center)
1057
    {  
1058
    return mV.add(EffectNames.DEFORM, vector, center, null);
1059
    }
1060

    
1061
///////////////////////////////////////////////////////////////////////////////////////////////////  
1062
/**
1063
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1064
 * away from the center (degree<=1)
1065
 *
1066
 * @param sink   The current degree of the Effect.
1067
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1068
 * @param region Region that masks the Effect.
1069
 * @return       ID of the effect added, or -1 if we failed to add one.
1070
 */
1071
  public long sink(Data1D sink, Data3D center, Data4D region)
1072
    {
1073
    return mV.add(EffectNames.SINK, sink, center, region);
1074
    }
1075

    
1076
///////////////////////////////////////////////////////////////////////////////////////////////////
1077
/**
1078
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
1079
 * away from the center (degree<=1)
1080
 *
1081
 * @param sink   The current degree of the Effect.
1082
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1083
 * @return       ID of the effect added, or -1 if we failed to add one.
1084
 */
1085
  public long sink(Data1D sink, Data3D center)
1086
    {
1087
    return mV.add(EffectNames.SINK, sink, center);
1088
    }
1089

    
1090
///////////////////////////////////////////////////////////////////////////////////////////////////
1091
/**
1092
 * Pull all points around the center of the Effect towards a line passing through the center
1093
 * (that's if degree>=1) or push them away from the line (degree<=1)
1094
 *
1095
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1096
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1097
 * @param region Region that masks the Effect.
1098
 * @return       ID of the effect added, or -1 if we failed to add one.
1099
 */
1100
  public long pinch(Data2D pinch, Data3D center, Data4D region)
1101
    {
1102
    return mV.add(EffectNames.PINCH, pinch, center, region);
1103
    }
1104

    
1105
///////////////////////////////////////////////////////////////////////////////////////////////////
1106
/**
1107
 * Pull all points around the center of the Effect towards a line passing through the center
1108
 * (that's if degree>=1) or push them away from the line (degree<=1)
1109
 *
1110
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
1111
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1112
 * @return       ID of the effect added, or -1 if we failed to add one.
1113
 */
1114
  public long pinch(Data2D pinch, Data3D center)
1115
    {
1116
    return mV.add(EffectNames.PINCH, pinch, center);
1117
    }
1118

    
1119
///////////////////////////////////////////////////////////////////////////////////////////////////  
1120
/**
1121
 * Rotate part of the Object around the Center of the Effect by a certain angle.
1122
 *
1123
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1124
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1125
 * @param region Region that masks the Effect.
1126
 * @return       ID of the effect added, or -1 if we failed to add one.
1127
 */
1128
  public long swirl(Data1D swirl, Data3D center, Data4D region)
1129
    {    
1130
    return mV.add(EffectNames.SWIRL, swirl, center, region);
1131
    }
1132

    
1133
///////////////////////////////////////////////////////////////////////////////////////////////////
1134
/**
1135
 * Rotate the whole Object around the Center of the Effect by a certain angle.
1136
 *
1137
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
1138
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1139
 * @return       ID of the effect added, or -1 if we failed to add one.
1140
 */
1141
  public long swirl(Data1D swirl, Data3D center)
1142
    {
1143
    return mV.add(EffectNames.SWIRL, swirl, center);
1144
    }
1145

    
1146
///////////////////////////////////////////////////////////////////////////////////////////////////
1147
/**
1148
 * Directional, sinusoidal wave effect.
1149
 *
1150
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
1151
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
1152
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
1153
 *               describe the 'direction' of the wave.
1154
 *               <p>
1155
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
1156
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
1157
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
1158
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
1159
 *               <p>
1160
 *               <p>
1161
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
1162
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
1163
 *               will be sine shapes.
1164
 *               <p>
1165
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
1166
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
1167
 *               YZ-plane with be sine shapes.
1168
 *               <p>
1169
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
1170
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
1171
 *               value if sin at this point.
1172
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1173
 * @return       ID of the effect added, or -1 if we failed to add one.
1174
 */
1175
  public long wave(Data5D wave, Data3D center)
1176
    {
1177
    return mV.add(EffectNames.WAVE, wave, center, null);
1178
    }
1179

    
1180
///////////////////////////////////////////////////////////////////////////////////////////////////
1181
/**
1182
 * Directional, sinusoidal wave effect.
1183
 *
1184
 * @param wave   see {@link DistortedEffects#wave(Data5D,Data3D)}
1185
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
1186
 * @param region Region that masks the Effect.
1187
 * @return       ID of the effect added, or -1 if we failed to add one.
1188
 */
1189
  public long wave(Data5D wave, Data3D center, Data4D region)
1190
    {
1191
    return mV.add(EffectNames.WAVE, wave, center, region);
1192
    }
1193
  }
(2-2/26)