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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.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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import org.distorted.library.message.EffectListener;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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*/
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public abstract class DistortedObject
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{
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private static float[] mViewMatrix = new float[16];
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protected EffectQueueMatrix mM;
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protected EffectQueueFragment mF;
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protected EffectQueueVertex mV;
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protected boolean matrixCloned, vertexCloned, fragmentCloned;
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protected DistortedObjectGrid mGrid = null;
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protected long mID;
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protected int mSizeX, mSizeY, mSizeZ; // in screen space
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protected Bitmap[] mBmp= null; //
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int[] mTextureDataH; // have to be shared among all the cloned Objects
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boolean[] mBitmapSet; //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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private static Bitmap flipBitmap(Bitmap src)
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{
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Matrix matrix = new Matrix();
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matrix.preScale(1.0f,-1.0f);
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return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected abstract DistortedObject deepCopy(int flags);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void initializeData()
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{
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mID = DistortedObjectList.add(this);
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mTextureDataH = new int[1];
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mTextureDataH[0]= 0;
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mBmp = new Bitmap[1];
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mBmp[0] = null;
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mBitmapSet = new boolean[1];
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mBitmapSet[0] = false;
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initializeEffectLists(this,0);
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if( Distorted.isInitialized() ) resetTexture();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void initializeEffectLists(DistortedObject 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(d);
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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(d);
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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(d);
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fragmentCloned = false;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this will be called on startup and every time OpenGL context has been lost
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// also call this from the constructor if the OpenGL context has been created already.
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void resetTexture()
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{
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if( mTextureDataH!=null )
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{
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if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
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GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
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if( mBmp!=null && mBmp[0]!=null)
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{
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp[0]), 0);
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mBmp[0] = null;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawPriv(long currTime, DistortedProjection dp)
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{
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GLES20.glViewport(0, 0, dp.width, dp.height);
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mM.compute(currTime);
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mM.send(mViewMatrix, dp);
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mV.compute(currTime);
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mV.send();
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mF.compute(currTime);
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mF.send();
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mGrid.draw();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawNoEffectsPriv(DistortedProjection dp)
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{
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GLES20.glViewport(0, 0, dp.width, dp.height);
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mM.sendNoEffects(dp);
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mV.sendZero();
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mF.sendZero();
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mGrid.draw();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void releasePriv()
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{
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if( matrixCloned ==false) mM.abortAll(false);
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if( vertexCloned ==false) mV.abortAll(false);
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if( fragmentCloned==false) mF.abortAll(false);
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mBmp = null;
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mGrid = null;
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mM = null;
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mV = null;
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mF = null;
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mTextureDataH = null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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long getBitmapID()
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{
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return mBmp==null ? 0 : mBmp.hashCode();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Default empty constructor so that derived classes can call it
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*/
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public DistortedObject()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy constructor used to create a DistortedObject based on various parts of another object.
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* <p>
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* Whatever we do not clone gets created just like in the default constructor.
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* We only call this from the descendant's classes' constructors where we have to pay attention
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* to give it the appropriate type of a DistortedObject!
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*
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* @param dc Source object to create our object from
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* @param flags A bitmask of values specifying what to copy.
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* For example, CLONE_BITMAP | CLONE_MATRIX.
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*/
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public DistortedObject(DistortedObject dc, int flags)
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{
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initializeEffectLists(dc,flags);
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mID = DistortedObjectList.add(this);
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mSizeX = dc.mSizeX;
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mSizeY = dc.mSizeY;
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mSizeZ = dc.mSizeZ;
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mGrid = dc.mGrid;
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if( (flags & Distorted.CLONE_BITMAP) != 0 )
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{
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mTextureDataH = dc.mTextureDataH;
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mBmp = dc.mBmp;
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mBitmapSet = dc.mBitmapSet;
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}
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else
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{
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mTextureDataH = new int[1];
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mTextureDataH[0]= 0;
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mBitmapSet = new boolean[1];
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mBitmapSet[0] = false;
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mBmp = new Bitmap[1];
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mBmp[0] = null;
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if( Distorted.isInitialized() ) resetTexture();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Draw the DistortedObject to the location specified by current Matrix effects.
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*
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* @param currTime current time, in milliseconds, as returned by System.currentTimeMillis().
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* This gets passed on to Interpolators inside the Effects that are currently applied to the
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* Object.
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*/
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public void draw(long currTime)
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{
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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GLES20.glUniform1i(Distorted.mTextureUniformH, 0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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drawPriv(currTime, Distorted.mProjection);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Releases all resources.
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*/
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public synchronized void release()
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{
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releasePriv();
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DistortedObjectList.remove(this);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sets the underlying android.graphics.Bitmap object and uploads it to the GPU.
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* <p>
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* You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call
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* to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
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*
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* @param bmp The android.graphics.Bitmap object to apply effects to and display.
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*/
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public void setBitmap(Bitmap bmp)
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{
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mBitmapSet[0] = true;
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if( Distorted.isInitialized() )
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{
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(bmp), 0);
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}
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else
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{
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mBmp[0] = bmp;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Adds the calling class to the list of Listeners that get notified each time some event happens
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* to one of the Effects that are currently applied to the DistortedObject.
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*
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* @param el A class implementing the EffectListener interface that wants to get notifications.
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*/
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public void addEventListener(EffectListener el)
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{
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mV.addListener(el);
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mF.addListener(el);
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mM.addListener(el);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Removes the calling class from the list of Listeners.
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*
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* @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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*/
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public void removeEventListener(EffectListener el)
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{
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mV.removeListener(el);
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mF.removeListener(el);
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mM.removeListener(el);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the height of the DistortedObject.
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*
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* @return height of the object, in pixels.
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*/
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public int getWidth()
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{
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return mSizeX;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the width of the DistortedObject.
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*
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* @return width of the Object, in pixels.
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*/
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public int getHeight()
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{
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return mSizeY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the depth of the DistortedObject.
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*
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* @return depth of the Object, in pixels.
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*/
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public int getDepth()
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{
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return mSizeZ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns unique ID of this instance.
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*
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* @return ID of the object.
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*/
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public long getID()
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{
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return mID;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Aborts all Effects.
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* @return Number of effects aborted.
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*/
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public int abortAllEffects()
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{
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return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Aborts all Effects of a given type, for example all MATRIX Effects.
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*
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* @param type one of the constants defined in {@link EffectTypes}
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* @return Number of effects aborted.
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*/
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public int abortEffects(EffectTypes type)
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{
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switch(type)
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{
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case MATRIX : return mM.abortAll(true);
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case VERTEX : return mV.abortAll(true);
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case FRAGMENT: return mF.abortAll(true);
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default : return 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Aborts a single Effect.
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*
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* @param id ID of the Effect we want to abort.
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* @return number of Effects aborted. Always either 0 or 1.
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*/
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public int abortEffect(long id)
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{
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int type = (int)(id&EffectTypes.MASK);
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if( type==EffectTypes.MATRIX.type ) return mM.removeByID(id>>EffectTypes.LENGTH);
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if( type==EffectTypes.VERTEX.type ) return mV.removeByID(id>>EffectTypes.LENGTH);
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if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Abort all Effects of a given name, for example all rotations.
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*
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* @param name one of the constants defined in {@link EffectNames}
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* @return number of Effects aborted.
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*/
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public int abortEffects(EffectNames name)
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{
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switch(name.getType())
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{
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case MATRIX : return mM.removeByType(name);
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case VERTEX : return mV.removeByType(name);
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case FRAGMENT: return mF.removeByType(name);
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default : return 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Print some info about a given Effect to Android's standard out. Used for debugging only.
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*
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* @param id Effect ID we want to print info about
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* @return <code>true</code> if a single Effect of type effectType has been found.
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*/
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public boolean printEffect(long id)
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{
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int type = (int)(id&EffectTypes.MASK);
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if( type==EffectTypes.MATRIX.type ) return mM.printByID(id>>EffectTypes.LENGTH);
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if( type==EffectTypes.VERTEX.type ) return mV.printByID(id>>EffectTypes.LENGTH);
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if( type==EffectTypes.FRAGMENT.type ) return mF.printByID(id>>EffectTypes.LENGTH);
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465
|
|
466
|
return false;
|
467
|
}
|
468
|
|
469
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
470
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
471
|
// Individual effect functions.
|
472
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
473
|
// Matrix-based effects
|
474
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
475
|
/**
|
476
|
* Moves the Object by a (possibly changing in time) vector.
|
477
|
*
|
478
|
* @param vector 3-dimensional Data which at any given time will return a Static3D
|
479
|
* representing the current coordinates of the vector we want to move the Object with.
|
480
|
* @return ID of the effect added, or -1 if we failed to add one.
|
481
|
*/
|
482
|
public long move(Data3D vector)
|
483
|
{
|
484
|
return mM.add(EffectNames.MOVE,vector);
|
485
|
}
|
486
|
|
487
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
488
|
/**
|
489
|
* Scales the Object by (possibly changing in time) 3D scale factors.
|
490
|
*
|
491
|
* @param scale 3-dimensional Dynamic which at any given time returns a Static3D
|
492
|
* representing the current x- , y- and z- scale factors.
|
493
|
* @return ID of the effect added, or -1 if we failed to add one.
|
494
|
*/
|
495
|
public long scale(Data3D scale)
|
496
|
{
|
497
|
return mM.add(EffectNames.SCALE,scale);
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
/**
|
502
|
* Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
|
503
|
*
|
504
|
* @param scale The factor to scale all 3 dimensions with.
|
505
|
* @return ID of the effect added, or -1 if we failed to add one.
|
506
|
*/
|
507
|
public long scale(float scale)
|
508
|
{
|
509
|
return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
/**
|
514
|
* Rotates the Object by 'angle' degrees around the center.
|
515
|
* Static axis of rotation is given by the last parameter.
|
516
|
*
|
517
|
* @param angle Angle that we want to rotate the Object to. Unit: degrees
|
518
|
* @param axis Axis of rotation
|
519
|
* @param center Coordinates of the Point we are rotating around.
|
520
|
* @return ID of the effect added, or -1 if we failed to add one.
|
521
|
*/
|
522
|
public long rotate(Data1D angle, Static3D axis, Data3D center )
|
523
|
{
|
524
|
return mM.add(EffectNames.ROTATE, angle, axis, center);
|
525
|
}
|
526
|
|
527
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
528
|
/**
|
529
|
* Rotates the Object by 'angle' degrees around the center.
|
530
|
* Here both angle and axis can dynamically change.
|
531
|
*
|
532
|
* @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
|
533
|
* @param center Coordinates of the Point we are rotating around.
|
534
|
* @return ID of the effect added, or -1 if we failed to add one.
|
535
|
*/
|
536
|
public long rotate(Data4D angleaxis, Data3D center)
|
537
|
{
|
538
|
return mM.add(EffectNames.ROTATE, angleaxis, center);
|
539
|
}
|
540
|
|
541
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
542
|
/**
|
543
|
* Rotates the Object by quaternion.
|
544
|
*
|
545
|
* @param quaternion The quaternion describing the rotation.
|
546
|
* @param center Coordinates of the Point we are rotating around.
|
547
|
* @return ID of the effect added, or -1 if we failed to add one.
|
548
|
*/
|
549
|
public long quaternion(Data4D quaternion, Data3D center )
|
550
|
{
|
551
|
return mM.add(EffectNames.QUATERNION,quaternion,center);
|
552
|
}
|
553
|
|
554
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
555
|
/**
|
556
|
* Shears the Object.
|
557
|
*
|
558
|
* @param shear The 3-tuple of shear factors. The first controls level
|
559
|
* of shearing in the X-axis, second - Y-axis and the third -
|
560
|
* Z-axis. Each is the tangens of the shear angle, i.e 0 -
|
561
|
* no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
|
562
|
* @param center Center of shearing, i.e. the point which stays unmoved.
|
563
|
* @return ID of the effect added, or -1 if we failed to add one.
|
564
|
*/
|
565
|
public long shear(Data3D shear, Data3D center)
|
566
|
{
|
567
|
return mM.add(EffectNames.SHEAR, shear, center);
|
568
|
}
|
569
|
|
570
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
571
|
// Fragment-based effects
|
572
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
573
|
/**
|
574
|
* Makes a certain sub-region of the Object smoothly change all three of its RGB components.
|
575
|
*
|
576
|
* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
|
577
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
|
578
|
* Valid range: <0,1>
|
579
|
* @param color Color to mix. (1,0,0) is RED.
|
580
|
* @param region Region this Effect is limited to.
|
581
|
* @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
|
582
|
* @return ID of the effect added, or -1 if we failed to add one.
|
583
|
*/
|
584
|
public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
|
585
|
{
|
586
|
return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
|
587
|
}
|
588
|
|
589
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
590
|
/**
|
591
|
* Makes the whole Object smoothly change all three of its RGB components.
|
592
|
*
|
593
|
* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
|
594
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
|
595
|
* Valid range: <0,1>
|
596
|
* @param color Color to mix. (1,0,0) is RED.
|
597
|
* @return ID of the effect added, or -1 if we failed to add one.
|
598
|
*/
|
599
|
public long chroma(Data1D blend, Data3D color)
|
600
|
{
|
601
|
return mF.add(EffectNames.CHROMA, blend, color);
|
602
|
}
|
603
|
|
604
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
605
|
/**
|
606
|
* Makes a certain sub-region of the Object smoothly change its transparency level.
|
607
|
*
|
608
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any given
|
609
|
* moment: pixel.a *= alpha.
|
610
|
* Valid range: <0,1>
|
611
|
* @param region Region this Effect is limited to.
|
612
|
* @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
|
613
|
* @return ID of the effect added, or -1 if we failed to add one.
|
614
|
*/
|
615
|
public long alpha(Data1D alpha, Data4D region, boolean smooth)
|
616
|
{
|
617
|
return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
|
618
|
}
|
619
|
|
620
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
621
|
/**
|
622
|
* Makes the whole Object smoothly change its transparency level.
|
623
|
*
|
624
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any
|
625
|
* given moment: pixel.a *= alpha.
|
626
|
* Valid range: <0,1>
|
627
|
* @return ID of the effect added, or -1 if we failed to add one.
|
628
|
*/
|
629
|
public long alpha(Data1D alpha)
|
630
|
{
|
631
|
return mF.add(EffectNames.ALPHA, alpha);
|
632
|
}
|
633
|
|
634
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
635
|
/**
|
636
|
* Makes a certain sub-region of the Object smoothly change its brightness level.
|
637
|
*
|
638
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
639
|
* at any given moment. Valid range: <0,infinity)
|
640
|
* @param region Region this Effect is limited to.
|
641
|
* @param smooth If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
|
642
|
* @return ID of the effect added, or -1 if we failed to add one.
|
643
|
*/
|
644
|
public long brightness(Data1D brightness, Data4D region, boolean smooth)
|
645
|
{
|
646
|
return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
|
647
|
}
|
648
|
|
649
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
650
|
/**
|
651
|
* Makes the whole Object smoothly change its brightness level.
|
652
|
*
|
653
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
654
|
* at any given moment. Valid range: <0,infinity)
|
655
|
* @return ID of the effect added, or -1 if we failed to add one.
|
656
|
*/
|
657
|
public long brightness(Data1D brightness)
|
658
|
{
|
659
|
return mF.add(EffectNames.BRIGHTNESS, brightness);
|
660
|
}
|
661
|
|
662
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
663
|
/**
|
664
|
* Makes a certain sub-region of the Object smoothly change its contrast level.
|
665
|
*
|
666
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
667
|
* at any given moment. Valid range: <0,infinity)
|
668
|
* @param region Region this Effect is limited to.
|
669
|
* @param smooth If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
|
670
|
* @return ID of the effect added, or -1 if we failed to add one.
|
671
|
*/
|
672
|
public long contrast(Data1D contrast, Data4D region, boolean smooth)
|
673
|
{
|
674
|
return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
|
675
|
}
|
676
|
|
677
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
678
|
/**
|
679
|
* Makes the whole Object smoothly change its contrast level.
|
680
|
*
|
681
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
682
|
* at any given moment. Valid range: <0,infinity)
|
683
|
* @return ID of the effect added, or -1 if we failed to add one.
|
684
|
*/
|
685
|
public long contrast(Data1D contrast)
|
686
|
{
|
687
|
return mF.add(EffectNames.CONTRAST, contrast);
|
688
|
}
|
689
|
|
690
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
691
|
/**
|
692
|
* Makes a certain sub-region of the Object smoothly change its saturation level.
|
693
|
*
|
694
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
695
|
* at any given moment. Valid range: <0,infinity)
|
696
|
* @param region Region this Effect is limited to.
|
697
|
* @param smooth If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
|
698
|
* @return ID of the effect added, or -1 if we failed to add one.
|
699
|
*/
|
700
|
public long saturation(Data1D saturation, Data4D region, boolean smooth)
|
701
|
{
|
702
|
return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
|
703
|
}
|
704
|
|
705
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
706
|
/**
|
707
|
* Makes the whole Object smoothly change its saturation level.
|
708
|
*
|
709
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
710
|
* at any given moment. Valid range: <0,infinity)
|
711
|
* @return ID of the effect added, or -1 if we failed to add one.
|
712
|
*/
|
713
|
public long saturation(Data1D saturation)
|
714
|
{
|
715
|
return mF.add(EffectNames.SATURATION, saturation);
|
716
|
}
|
717
|
|
718
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
719
|
// Vertex-based effects
|
720
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
721
|
/**
|
722
|
* Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
|
723
|
*
|
724
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
725
|
* currently being dragged with.
|
726
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
727
|
* @param region Region that masks the Effect.
|
728
|
* @return ID of the effect added, or -1 if we failed to add one.
|
729
|
*/
|
730
|
public long distort(Data3D vector, Data3D center, Data4D region)
|
731
|
{
|
732
|
return mV.add(EffectNames.DISTORT, vector, center, region);
|
733
|
}
|
734
|
|
735
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
736
|
/**
|
737
|
* Distort the whole Object by a (possibly changing in time) vector of force.
|
738
|
*
|
739
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
740
|
* currently being dragged with.
|
741
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
742
|
* @return ID of the effect added, or -1 if we failed to add one.
|
743
|
*/
|
744
|
public long distort(Data3D vector, Data3D center)
|
745
|
{
|
746
|
return mV.add(EffectNames.DISTORT, vector, center, null);
|
747
|
}
|
748
|
|
749
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
750
|
/**
|
751
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
752
|
* a (possibly changing in time) point on the Object.
|
753
|
*
|
754
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
755
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
756
|
* @return ID of the effect added, or -1 if we failed to add one.
|
757
|
*/
|
758
|
public long deform(Data3D vector, Data3D center)
|
759
|
{
|
760
|
return mV.add(EffectNames.DEFORM, vector, center, null);
|
761
|
}
|
762
|
|
763
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
764
|
/**
|
765
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
766
|
* away from the center (degree<=1)
|
767
|
*
|
768
|
* @param sink The current degree of the Effect.
|
769
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
770
|
* @param region Region that masks the Effect.
|
771
|
* @return ID of the effect added, or -1 if we failed to add one.
|
772
|
*/
|
773
|
public long sink(Data1D sink, Data3D center, Data4D region)
|
774
|
{
|
775
|
return mV.add(EffectNames.SINK, sink, center, region);
|
776
|
}
|
777
|
|
778
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
779
|
/**
|
780
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
781
|
* away from the center (degree<=1)
|
782
|
*
|
783
|
* @param sink The current degree of the Effect.
|
784
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
785
|
* @return ID of the effect added, or -1 if we failed to add one.
|
786
|
*/
|
787
|
public long sink(Data1D sink, Data3D center)
|
788
|
{
|
789
|
return mV.add(EffectNames.SINK, sink, center);
|
790
|
}
|
791
|
|
792
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
793
|
/**
|
794
|
* Rotate part of the Object around the Center of the Effect by a certain angle.
|
795
|
*
|
796
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
797
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
798
|
* @param region Region that masks the Effect.
|
799
|
* @return ID of the effect added, or -1 if we failed to add one.
|
800
|
*/
|
801
|
public long swirl(Data1D swirl, Data3D center, Data4D region)
|
802
|
{
|
803
|
return mV.add(EffectNames.SWIRL, swirl, center, region);
|
804
|
}
|
805
|
|
806
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
807
|
/**
|
808
|
* Rotate the whole Object around the Center of the Effect by a certain angle.
|
809
|
*
|
810
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
811
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
812
|
* @return ID of the effect added, or -1 if we failed to add one.
|
813
|
*/
|
814
|
public long swirl(Data1D swirl, Data3D center)
|
815
|
{
|
816
|
return mV.add(EffectNames.SWIRL, swirl, center);
|
817
|
}
|
818
|
|
819
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
820
|
/**
|
821
|
* Directional, sinusoidal wave effect.
|
822
|
*
|
823
|
* @param wave A 5-dimensional data structure describing the wave: first member is the amplitude,
|
824
|
* second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
|
825
|
* wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
|
826
|
* describe the 'direction' of the wave.
|
827
|
* <p>
|
828
|
* Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
|
829
|
* need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
|
830
|
* forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
|
831
|
* the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
|
832
|
* <p>
|
833
|
* <p>
|
834
|
* Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
|
835
|
* in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
|
836
|
* will be sine shapes.
|
837
|
* <p>
|
838
|
* Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
|
839
|
* but this time it waves in the Y-direction, i.e. cross sections of the surface and the
|
840
|
* YZ-plane with be sine shapes.
|
841
|
* <p>
|
842
|
* Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
|
843
|
* is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
|
844
|
* value if sin at this point.
|
845
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
846
|
* @return ID of the effect added, or -1 if we failed to add one.
|
847
|
*/
|
848
|
public long wave(Data5D wave, Data3D center)
|
849
|
{
|
850
|
return mV.add(EffectNames.WAVE, wave, center, null);
|
851
|
}
|
852
|
|
853
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
854
|
/**
|
855
|
* Directional, sinusoidal wave effect.
|
856
|
*
|
857
|
* @param wave see {@link DistortedObject#wave(Data5D,Data2D)}
|
858
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
859
|
* @param region Region that masks the Effect.
|
860
|
* @return ID of the effect added, or -1 if we failed to add one.
|
861
|
*/
|
862
|
public long wave(Data5D wave, Data3D center, Data4D region)
|
863
|
{
|
864
|
return mV.add(EffectNames.WAVE, wave, center, region);
|
865
|
}
|
866
|
}
|