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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.effect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Names of Effects one can add to the DistortedEffects queues.
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* <p>
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* Effect's 'Type' is one of the constants defined in {@link EffectType}.
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* </p>
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* <p>
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* Effect's 'Uniforms' are a vector of 7 (matrix effects) 12 (vertex) or 8 (fragment) floats, which
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* together form full information how to compute a given effect.
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* Typically, some of those values will be Interpolated in CPU (by one of the 'EffectQueueX.compute()'
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* methods) and the effect of such Interpolation sent to the Shaders.
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* </p>
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* <p>
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* Effect's 'Unity' is such a particular vector of its 'interpolated values' which makes the
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* effect NULL. For example, if the effect is 'MOVE' by a 3-dimensional vector, then a 'NULL
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* MOVE' is a MOVE by vector (0,0,0), thus (0,0,0) is the unity of the MOVE effect.
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* This is used by the EffectQueue classes to decide if the final form of the Effect is NULL - and
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* thus if it can safely be removed from Effect Queues without affecting the visual in any way.
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* </p>
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*/
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public enum EffectName
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{
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// EFFECT NAME /////// EFFECT TYPE ////////// EFFECT UNITY //////////// DIM REGION CENTER // CLASS
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ROTATE ( EffectType.MATRIX , new float[] {0.0f} , 4, 0, 3 , MatrixEffectRotate.class ),
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QUATERNION ( EffectType.MATRIX , new float[] {0.0f,0.0f,0.0f} , 4, 0, 3 , MatrixEffectQuaternion.class ),
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MOVE ( EffectType.MATRIX , new float[] {0.0f,0.0f,0.0f} , 3, 0, 0 , MatrixEffectMove.class ),
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SCALE ( EffectType.MATRIX , new float[] {1.0f,1.0f,1.0f} , 3, 0, 0 , MatrixEffectScale.class ),
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SHEAR ( EffectType.MATRIX , new float[] {0.0f,0.0f,0.0f} , 3, 0, 3 , MatrixEffectShear.class ),
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DISTORT ( EffectType.VERTEX , new float[] {0.0f,0.0f,0.0f} , 3, 4, 3 , VertexEffectDistort.class ),
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DEFORM ( EffectType.VERTEX , new float[] {0.0f,0.0f,0.0f} , 3, 4, 3 , VertexEffectDeform.class ),
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SINK ( EffectType.VERTEX , new float[] {1.0f} , 1, 4, 3 , VertexEffectSink.class ),
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PINCH ( EffectType.VERTEX , new float[] {1.0f} , 3, 4, 3 , VertexEffectPinch.class ),
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SWIRL ( EffectType.VERTEX , new float[] {0.0f} , 1, 4, 3 , VertexEffectSwirl.class ),
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WAVE ( EffectType.VERTEX , new float[] {0.0f} , 5, 4, 3 , VertexEffectWave.class ),
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ALPHA ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectAlpha.class ),
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SMOOTH_ALPHA ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectAlpha.class ),
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CHROMA ( EffectType.FRAGMENT, new float[] {0.0f} , 4, 3, 3 , FragmentEffectChroma.class ),
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SMOOTH_CHROMA ( EffectType.FRAGMENT, new float[] {0.0f} , 4, 3, 3 , FragmentEffectChroma.class ),
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BRIGHTNESS ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectBrightness.class ),
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SMOOTH_BRIGHTNESS( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectBrightness.class ),
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SATURATION ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectSaturation.class ),
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SMOOTH_SATURATION( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectSaturation.class ),
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CONTRAST ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectContrast.class ),
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SMOOTH_CONTRAST ( EffectType.FRAGMENT, new float[] {1.0f} , 1, 3, 3 , FragmentEffectContrast.class ),
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BLUR ( EffectType.POSTPROCESS,new float[] {0.0f} , 1, 0, 0 , PostprocessEffectBlur.class ),
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GLOW ( EffectType.POSTPROCESS,new float[] {0.0f} , 5, 0, 0 , PostprocessEffectGlow.class );
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static final int LENGTH = values().length;
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private final EffectType type;
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private final float[] unity;
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private final int dimension;
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private final int regionDim;
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private final int centerDim;
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private final Class<? extends Effect> effectClass;
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private static final int[] dimensions;
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private static final int[] regionDimension;
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private static final int[] centerDimension;
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private static final EffectName[] names; // copy the values() to a local variable so that we
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// don't have to keep recreating the array every time
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static
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{
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int i=0;
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dimensions = new int[LENGTH];
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regionDimension = new int[LENGTH];
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centerDimension = new int[LENGTH];
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names = new EffectName[LENGTH];
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for(EffectName name: EffectName.values())
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{
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dimensions[i] = name.dimension;
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regionDimension[i] = name.regionDim;
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centerDimension[i] = name.centerDim;
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names[i] = name;
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i++;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getUnity()
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{
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return unity;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectName(EffectType type, float[] unity, int dimension, int regionDim,
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int centerDim, Class<? extends Effect> effectClass )
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{
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this.type = type;
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this.unity = unity;
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this.dimension = dimension;
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this.regionDim = regionDim;
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this.centerDim = centerDim;
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this.effectClass = effectClass;
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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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* Returns the Type of an individual Effect. For example, EffectName.ROTATE.getType() will
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* return EffectType.MATRIX.
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* @return type of the effect.
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*/
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public EffectType getType()
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{
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return type;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the Class of an individual Effect. For example, EffectName.ROTATE.getEffectClass()
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* returns MatrixEffectRotate.class.
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* @return effect class.
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*/
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public Class<? extends Effect> getEffectClass()
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{
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return effectClass;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the i-th EffectName.
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* <p>
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* If you want to loop over all possible Effects, you need this.
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*/
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public static EffectName getName(int ordinal)
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{
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return names[ordinal];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the dimension of an Effect (in other words, the number of interpolated values).
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* @return dimension of the Effect.
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*/
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public int getEffectDimension() { return dimensions[ordinal()]; }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* What is the dimension of the Region supported by this effect?
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* @return Dimension of the Region supported (0-region not supported at all).
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*/
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public int getRegionDimension() { return regionDimension[ordinal()]; }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* What is the dimension of the Center supported by this effect?
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* @return Dimension of the Center supported (0-center not supported at all).
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*/
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public int getCenterDimension() { return centerDimension[ordinal()]; }
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}
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