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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 org.distorted.library.effect.EffectQueue;
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import org.distorted.library.effect.EffectQueueFragment;
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import org.distorted.library.effect.EffectQueueMatrix;
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import org.distorted.library.effect.EffectQueueVertex;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.program.FragmentCompilationException;
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import org.distorted.library.program.FragmentUniformsException;
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import org.distorted.library.program.LinkingException;
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import org.distorted.library.program.VertexCompilationException;
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import org.distorted.library.program.VertexUniformsException;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class containing 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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/// MAIN PROGRAM ///
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private static DistortedProgram mMainProgram;
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private static int mMainTextureH;
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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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/// 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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/// BLIT DEPTH PROGRAM ///
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private static DistortedProgram mBlitDepthProgram;
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private static int mBlitDepthTextureH;
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private static int mBlitDepthDepthTextureH;
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private static int mBlitDepthDepthH;
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/// NORMAL PROGRAM /////
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private static DistortedProgram mNormalProgram;
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private static int mNormalMVPMatrixH;
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/// END PROGRAMS //////
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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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// MAIN PROGRAM ////////////////////////////////////
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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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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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String[] feedback = { "v_Position", "v_endPosition" };
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mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback);
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int mainProgramH = mMainProgram.getProgramHandle();
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EffectQueueFragment.getUniforms(mainProgramH);
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EffectQueueVertex.getUniforms(mainProgramH);
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EffectQueueMatrix.getUniforms(mainProgramH);
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mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
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// BLIT PROGRAM ////////////////////////////////////
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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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// BLIT DEPTH PROGRAM ////////////////////////////////////
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final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
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final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
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try
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{
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mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream,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 DEPTH program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int blitDepthProgramH = mBlitDepthProgram.getProgramHandle();
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mBlitDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
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mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
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mBlitDepthDepthH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
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// NORMAL PROGRAM //////////////////////////////////////
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final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader);
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final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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try
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{
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mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, 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 NORMAL program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int normalProgramH = mNormalProgram.getProgramHandle();
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mNormalMVPMatrixH = GLES30.glGetUniformLocation( normalProgramH, "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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private void displayNormals(MeshObject mesh)
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{
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]);
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GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
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DistortedRenderState.switchOffDrawing();
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GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices);
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DistortedRenderState.restoreDrawing();
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GLES30.glEndTransformFeedback();
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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mNormalProgram.useProgram();
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GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]);
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GLES30.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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GLES30.glLineWidth(8.0f);
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GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*mesh.numVertices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void drawPriv(float halfW, float halfH, MeshObject mesh, DistortedOutputSurface surface, long currTime, float marginInPixels)
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{
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mM.compute(currTime);
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mV.compute(currTime);
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mF.compute(currTime);
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float halfZ = halfW*mesh.zFactor;
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GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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mMainProgram.useProgram();
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GLES30.glUniform1i(mMainTextureH, 0);
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if( Distorted.GLSL >= 300 )
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{
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET1);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET2);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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}
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else
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{
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mesh.mVertAttribs.position(0);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
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mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[1], MeshObject.NOR_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
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mesh.mVertAttribs.position(MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE);
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GLES30.glVertexAttribPointer(mMainProgram.mAttribute[2], MeshObject.TEX_DATA_SIZE, GLES30.GL_FLOAT, false, MeshObject.VERTSIZE, mesh.mVertAttribs);
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}
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mM.send(surface,halfW,halfH,halfZ,marginInPixels);
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mV.send(halfW,halfH,halfZ);
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mF.send(halfW,halfH);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices);
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if( mesh.mShowNormals ) displayNormals(mesh);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void blitPriv(DistortedOutputSurface surface)
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{
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mBlitProgram.useProgram();
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GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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GLES30.glUniform1i(mBlitTextureH, 0);
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GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
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GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void blitDepthPriv(DistortedOutputSurface surface)
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{
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mBlitDepthProgram.useProgram();
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GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
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GLES30.glUniform1i(mBlitDepthTextureH, 0);
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GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
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GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
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GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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| 345 |
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private void releasePriv()
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{
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if( !matrixCloned ) mM.abortAll(false);
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if( !vertexCloned ) mV.abortAll(false);
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if( !fragmentCloned ) mF.abortAll(false);
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mM = null;
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mV = null;
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mF = null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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| 359 |
|
static void onDestroy()
|
| 360 |
|
{
|
| 361 |
|
mNextID = 0;
|
| 362 |
|
|
| 363 |
|
int len = EffectNames.size();
|
| 364 |
|
|
| 365 |
|
for(int i=0; i<len; i++)
|
| 366 |
|
{
|
| 367 |
|
mEffectEnabled[i] = false;
|
| 368 |
|
}
|
| 369 |
|
}
|
| 370 |
|
|
| 371 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 372 |
|
// PUBLIC API
|
| 373 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 374 |
|
/**
|
| 375 |
|
* Create empty effect queue.
|
| 376 |
|
*/
|
| 377 |
|
public DistortedEffects()
|
| 378 |
|
{
|
| 379 |
|
mID = ++mNextID;
|
| 380 |
|
initializeEffectLists(this,0);
|
| 381 |
|
}
|
| 382 |
|
|
| 383 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 384 |
|
/**
|
| 385 |
|
* Copy constructor.
|
| 386 |
|
* <p>
|
| 387 |
|
* Whatever we do not clone gets created just like in the default constructor.
|
| 388 |
|
*
|
| 389 |
|
* @param dc Source object to create our object from
|
| 390 |
|
* @param flags A bitmask of values specifying what to copy.
|
| 391 |
|
* For example, CLONE_VERTEX | CLONE_MATRIX.
|
| 392 |
|
*/
|
| 393 |
|
public DistortedEffects(DistortedEffects dc, int flags)
|
| 394 |
|
{
|
| 395 |
|
mID = ++mNextID;
|
| 396 |
|
initializeEffectLists(dc,flags);
|
| 397 |
|
}
|
| 398 |
|
|
| 399 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 400 |
|
/**
|
| 401 |
|
* Releases all resources. After this call, the queue should not be used anymore.
|
| 402 |
|
*/
|
| 403 |
|
@SuppressWarnings("unused")
|
| 404 |
|
public synchronized void delete()
|
| 405 |
|
{
|
| 406 |
|
releasePriv();
|
| 407 |
|
}
|
| 408 |
|
|
| 409 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 410 |
|
/**
|
| 411 |
|
* Returns unique ID of this instance.
|
| 412 |
|
*
|
| 413 |
|
* @return ID of the object.
|
| 414 |
|
*/
|
| 415 |
|
public long getID()
|
| 416 |
|
{
|
| 417 |
|
return mID;
|
| 418 |
|
}
|
| 419 |
|
|
| 420 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 421 |
|
/**
|
| 422 |
|
* Adds the calling class to the list of Listeners that get notified each time some event happens
|
| 423 |
|
* to one of the Effects in those queues. Nothing will happen if 'el' is already in the list.
|
| 424 |
|
*
|
| 425 |
|
* @param el A class implementing the EffectListener interface that wants to get notifications.
|
| 426 |
|
*/
|
| 427 |
|
@SuppressWarnings("unused")
|
| 428 |
|
public void registerForMessages(EffectListener el)
|
| 429 |
|
{
|
| 430 |
|
mV.registerForMessages(el);
|
| 431 |
|
mF.registerForMessages(el);
|
| 432 |
|
mM.registerForMessages(el);
|
| 433 |
|
}
|
| 434 |
|
|
| 435 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 436 |
|
/**
|
| 437 |
|
* Removes the calling class from the list of Listeners.
|
| 438 |
|
*
|
| 439 |
|
* @param el A class implementing the EffectListener interface that no longer wants to get notifications.
|
| 440 |
|
*/
|
| 441 |
|
@SuppressWarnings("unused")
|
| 442 |
|
public void deregisterForMessages(EffectListener el)
|
| 443 |
|
{
|
| 444 |
|
mV.deregisterForMessages(el);
|
| 445 |
|
mF.deregisterForMessages(el);
|
| 446 |
|
mM.deregisterForMessages(el);
|
| 447 |
|
}
|
| 448 |
|
|
| 449 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 450 |
|
/**
|
| 451 |
|
* Aborts all Effects.
|
| 452 |
|
* @return Number of effects aborted.
|
| 453 |
|
*/
|
| 454 |
|
public int abortAllEffects()
|
| 455 |
|
{
|
| 456 |
|
return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
|
| 457 |
|
}
|
| 458 |
|
|
| 459 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 460 |
|
/**
|
| 461 |
|
* Aborts all Effects of a given type, for example all MATRIX Effects.
|
| 462 |
|
*
|
| 463 |
|
* @param type one of the constants defined in {@link EffectTypes}
|
| 464 |
|
* @return Number of effects aborted.
|
| 465 |
|
*/
|
| 466 |
|
public int abortEffects(EffectTypes type)
|
| 467 |
|
{
|
| 468 |
|
switch(type)
|
| 469 |
|
{
|
| 470 |
|
case MATRIX : return mM.abortAll(true);
|
| 471 |
|
case VERTEX : return mV.abortAll(true);
|
| 472 |
|
case FRAGMENT : return mF.abortAll(true);
|
| 473 |
|
default : return 0;
|
| 474 |
|
}
|
| 475 |
|
}
|
| 476 |
|
|
| 477 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 478 |
|
/**
|
| 479 |
|
* Aborts a single Effect.
|
| 480 |
|
*
|
| 481 |
|
* @param id ID of the Effect we want to abort.
|
| 482 |
|
* @return number of Effects aborted. Always either 0 or 1.
|
| 483 |
|
*/
|
| 484 |
|
public int abortEffect(long id)
|
| 485 |
|
{
|
| 486 |
|
int type = (int)(id&EffectTypes.MASK);
|
| 487 |
|
|
| 488 |
|
if( type==EffectTypes.MATRIX.type ) return mM.removeByID(id>>EffectTypes.LENGTH);
|
| 489 |
|
if( type==EffectTypes.VERTEX.type ) return mV.removeByID(id>>EffectTypes.LENGTH);
|
| 490 |
|
if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
|
| 491 |
|
|
| 492 |
|
return 0;
|
| 493 |
|
}
|
| 494 |
|
|
| 495 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 496 |
|
/**
|
| 497 |
|
* Abort all Effects of a given name, for example all rotations.
|
| 498 |
|
*
|
| 499 |
|
* @param name one of the constants defined in {@link EffectNames}
|
| 500 |
|
* @return number of Effects aborted.
|
| 501 |
|
*/
|
| 502 |
|
public int abortEffects(EffectNames name)
|
| 503 |
|
{
|
| 504 |
|
switch(name.getType())
|
| 505 |
|
{
|
| 506 |
|
case MATRIX : return mM.removeByType(name);
|
| 507 |
|
case VERTEX : return mV.removeByType(name);
|
| 508 |
|
case FRAGMENT : return mF.removeByType(name);
|
| 509 |
|
default : return 0;
|
| 510 |
|
}
|
| 511 |
|
}
|
| 512 |
|
|
| 513 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 514 |
|
/**
|
| 515 |
|
* Print some info about a given Effect to Android's standard out. Used for debugging only.
|
| 516 |
|
*
|
| 517 |
|
* @param id Effect ID we want to print info about
|
| 518 |
|
* @return <code>true</code> if a single Effect of type effectType has been found.
|
| 519 |
|
*/
|
| 520 |
|
@SuppressWarnings("unused")
|
| 521 |
|
public boolean printEffect(long id)
|
| 522 |
|
{
|
| 523 |
|
int type = (int)(id&EffectTypes.MASK);
|
| 524 |
|
|
| 525 |
|
if( type==EffectTypes.MATRIX.type ) return mM.printByID(id>>EffectTypes.LENGTH);
|
| 526 |
|
if( type==EffectTypes.VERTEX.type ) return mV.printByID(id>>EffectTypes.LENGTH);
|
| 527 |
|
if( type==EffectTypes.FRAGMENT.type) return mF.printByID(id>>EffectTypes.LENGTH);
|
| 528 |
|
|
| 529 |
|
return false;
|
| 530 |
|
}
|
| 531 |
|
|
| 532 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 533 |
|
/**
|
| 534 |
|
* Enables a given Effect.
|
| 535 |
|
* <p>
|
| 536 |
|
* By default, all effects are disabled. One has to explicitly enable each effect one intends to use.
|
| 537 |
|
* This needs to be called BEFORE shaders get compiled, i.e. before the call to Distorted.onCreate().
|
| 538 |
|
* The point: by enabling only the effects we need, we can optimize the shaders.
|
| 539 |
|
*
|
| 540 |
|
* @param name Name of the Effect to enable.
|
| 541 |
|
*/
|
| 542 |
|
public static void enableEffect(EffectNames name)
|
| 543 |
|
{
|
| 544 |
|
mEffectEnabled[name.ordinal()] = true;
|
| 545 |
|
}
|
| 546 |
|
|
| 547 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 548 |
|
/**
|
| 549 |
|
* Returns the maximum number of Matrix effects.
|
| 550 |
|
*
|
| 551 |
|
* @return The maximum number of Matrix effects
|
| 552 |
|
*/
|
| 553 |
|
@SuppressWarnings("unused")
|
| 554 |
|
public static int getMaxMatrix()
|
| 555 |
|
{
|
| 556 |
|
return EffectQueue.getMax(EffectTypes.MATRIX.ordinal());
|
| 557 |
|
}
|
| 558 |
|
|
| 559 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 560 |
|
/**
|
| 561 |
|
* Returns the maximum number of Vertex effects.
|
| 562 |
|
*
|
| 563 |
|
* @return The maximum number of Vertex effects
|
| 564 |
|
*/
|
| 565 |
|
@SuppressWarnings("unused")
|
| 566 |
|
public static int getMaxVertex()
|
| 567 |
|
{
|
| 568 |
|
return EffectQueue.getMax(EffectTypes.VERTEX.ordinal());
|
| 569 |
|
}
|
| 570 |
|
|
| 571 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 572 |
|
/**
|
| 573 |
|
* Returns the maximum number of Fragment effects.
|
| 574 |
|
*
|
| 575 |
|
* @return The maximum number of Fragment effects
|
| 576 |
|
*/
|
| 577 |
|
@SuppressWarnings("unused")
|
| 578 |
|
public static int getMaxFragment()
|
| 579 |
|
{
|
| 580 |
|
return EffectQueue.getMax(EffectTypes.FRAGMENT.ordinal());
|
| 581 |
|
}
|
| 582 |
|
|
| 583 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 584 |
|
/**
|
| 585 |
|
* Sets the maximum number of Matrix effects that can be stored in a single EffectQueue at one time.
|
| 586 |
|
* This can fail if:
|
| 587 |
|
* <ul>
|
| 588 |
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
| 589 |
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
| 590 |
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
|
| 591 |
|
* time only decreasing the value of 'max' is permitted.
|
| 592 |
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
| 593 |
|
* </ul>
|
| 594 |
|
*
|
| 595 |
|
* @param max new maximum number of simultaneous Matrix Effects. Has to be a non-negative number not greater
|
| 596 |
|
* than Byte.MAX_VALUE
|
| 597 |
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
| 598 |
|
*/
|
| 599 |
|
@SuppressWarnings("unused")
|
| 600 |
|
public static boolean setMaxMatrix(int max)
|
| 601 |
|
{
|
| 602 |
|
return EffectQueue.setMax(EffectTypes.MATRIX.ordinal(),max);
|
| 603 |
|
}
|
| 604 |
|
|
| 605 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 606 |
|
/**
|
| 607 |
|
* Sets the maximum number of Vertex effects that can be stored in a single EffectQueue at one time.
|
| 608 |
|
* This can fail if:
|
| 609 |
|
* <ul>
|
| 610 |
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
| 611 |
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
| 612 |
|
* before the Vertex Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
|
| 613 |
|
* time only decreasing the value of 'max' is permitted.
|
| 614 |
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
| 615 |
|
* </ul>
|
| 616 |
|
*
|
| 617 |
|
* @param max new maximum number of simultaneous Vertex Effects. Has to be a non-negative number not greater
|
| 618 |
|
* than Byte.MAX_VALUE
|
| 619 |
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
| 620 |
|
*/
|
| 621 |
|
@SuppressWarnings("unused")
|
| 622 |
|
public static boolean setMaxVertex(int max)
|
| 623 |
|
{
|
| 624 |
|
return EffectQueue.setMax(EffectTypes.VERTEX.ordinal(),max);
|
| 625 |
|
}
|
| 626 |
|
|
| 627 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 628 |
|
/**
|
| 629 |
|
* Sets the maximum number of Fragment effects that can be stored in a single EffectQueue at one time.
|
| 630 |
|
* This can fail if:
|
| 631 |
|
* <ul>
|
| 632 |
|
* <li>the value of 'max' is outside permitted range (0 ≤ max ≤ Byte.MAX_VALUE)
|
| 633 |
|
* <li>We try to increase the value of 'max' when it is too late to do so already. It needs to be called
|
| 634 |
|
* before the Fragment Shader gets compiled, i.e. before the call to {@link Distorted#onCreate}. After this
|
| 635 |
|
* time only decreasing the value of 'max' is permitted.
|
| 636 |
|
* <li>Furthermore, this needs to be called before any instances of the DistortedEffects class get created.
|
| 637 |
|
* </ul>
|
| 638 |
|
*
|
| 639 |
|
* @param max new maximum number of simultaneous Fragment Effects. Has to be a non-negative number not greater
|
| 640 |
|
* than Byte.MAX_VALUE
|
| 641 |
|
* @return <code>true</code> if operation was successful, <code>false</code> otherwise.
|
| 642 |
|
*/
|
| 643 |
|
@SuppressWarnings("unused")
|
| 644 |
|
public static boolean setMaxFragment(int max)
|
| 645 |
|
{
|
| 646 |
|
return EffectQueue.setMax(EffectTypes.FRAGMENT.ordinal(),max);
|
| 647 |
|
}
|
| 648 |
|
|
| 649 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 650 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 651 |
|
// Individual effect functions.
|
| 652 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 653 |
|
// Matrix-based effects
|
| 654 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 655 |
|
/**
|
| 656 |
|
* Moves the Object by a (possibly changing in time) vector.
|
| 657 |
|
*
|
| 658 |
|
* @param vector 3-dimensional Data which at any given time will return a Static3D
|
| 659 |
|
* representing the current coordinates of the vector we want to move the Object with.
|
| 660 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 661 |
|
*/
|
| 662 |
|
public long move(Data3D vector)
|
| 663 |
|
{
|
| 664 |
|
return mM.add(EffectNames.MOVE,vector);
|
| 665 |
|
}
|
| 666 |
|
|
| 667 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 668 |
|
/**
|
| 669 |
|
* Scales the Object by (possibly changing in time) 3D scale factors.
|
| 670 |
|
*
|
| 671 |
|
* @param scale 3-dimensional Data which at any given time returns a Static3D
|
| 672 |
|
* representing the current x- , y- and z- scale factors.
|
| 673 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 674 |
|
*/
|
| 675 |
|
public long scale(Data3D scale)
|
| 676 |
|
{
|
| 677 |
|
return mM.add(EffectNames.SCALE,scale);
|
| 678 |
|
}
|
| 679 |
|
|
| 680 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 681 |
|
/**
|
| 682 |
|
* Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
|
| 683 |
|
*
|
| 684 |
|
* @param scale The factor to scale all 3 dimensions with.
|
| 685 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 686 |
|
*/
|
| 687 |
|
public long scale(float scale)
|
| 688 |
|
{
|
| 689 |
|
return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
|
| 690 |
|
}
|
| 691 |
|
|
| 692 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 693 |
|
/**
|
| 694 |
|
* Rotates the Object by 'angle' degrees around the center.
|
| 695 |
|
* Static axis of rotation is given by the last parameter.
|
| 696 |
|
*
|
| 697 |
|
* @param angle Angle that we want to rotate the Object to. Unit: degrees
|
| 698 |
|
* @param axis Axis of rotation
|
| 699 |
|
* @param center Coordinates of the Point we are rotating around.
|
| 700 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 701 |
|
*/
|
| 702 |
|
public long rotate(Data1D angle, Static3D axis, Data3D center )
|
| 703 |
|
{
|
| 704 |
|
return mM.add(EffectNames.ROTATE, angle, axis, center);
|
| 705 |
|
}
|
| 706 |
|
|
| 707 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 708 |
|
/**
|
| 709 |
|
* Rotates the Object by 'angle' degrees around the center.
|
| 710 |
|
* Here both angle and axis can dynamically change.
|
| 711 |
|
*
|
| 712 |
|
* @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
|
| 713 |
|
* @param center Coordinates of the Point we are rotating around.
|
| 714 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 715 |
|
*/
|
| 716 |
|
public long rotate(Data4D angleaxis, Data3D center)
|
| 717 |
|
{
|
| 718 |
|
return mM.add(EffectNames.ROTATE, angleaxis, center);
|
| 719 |
|
}
|
| 720 |
|
|
| 721 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 722 |
|
/**
|
| 723 |
|
* Rotates the Object by quaternion.
|
| 724 |
|
*
|
| 725 |
|
* @param quaternion The quaternion describing the rotation.
|
| 726 |
|
* @param center Coordinates of the Point we are rotating around.
|
| 727 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 728 |
|
*/
|
| 729 |
|
public long quaternion(Data4D quaternion, Data3D center )
|
| 730 |
|
{
|
| 731 |
|
return mM.add(EffectNames.QUATERNION,quaternion,center);
|
| 732 |
|
}
|
| 733 |
|
|
| 734 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 735 |
|
/**
|
| 736 |
|
* Shears the Object.
|
| 737 |
|
*
|
| 738 |
|
* @param shear The 3-tuple of shear factors. The first controls level
|
| 739 |
|
* of shearing in the X-axis, second - Y-axis and the third -
|
| 740 |
|
* Z-axis. Each is the tangens of the shear angle, i.e 0 -
|
| 741 |
|
* no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
|
| 742 |
|
* @param center Center of shearing, i.e. the point which stays unmoved.
|
| 743 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 744 |
|
*/
|
| 745 |
|
public long shear(Data3D shear, Data3D center)
|
| 746 |
|
{
|
| 747 |
|
return mM.add(EffectNames.SHEAR, shear, center);
|
| 748 |
|
}
|
| 749 |
|
|
| 750 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 751 |
|
// Fragment-based effects
|
| 752 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 753 |
|
/**
|
| 754 |
|
* Makes a certain sub-region of the Object smoothly change all three of its RGB components.
|
| 755 |
|
*
|
| 756 |
|
* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
|
| 757 |
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
|
| 758 |
|
* Valid range: <0,1>
|
| 759 |
|
* @param color Color to mix. (1,0,0) is RED.
|
| 760 |
|
* @param region Region this Effect is limited to.
|
| 761 |
|
* @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
|
| 762 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 763 |
|
*/
|
| 764 |
|
public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
|
| 765 |
|
{
|
| 766 |
|
return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
|
| 767 |
|
}
|
| 768 |
|
|
| 769 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 770 |
|
/**
|
| 771 |
|
* Makes the whole Object smoothly change all three of its RGB components.
|
| 772 |
|
*
|
| 773 |
|
* @param blend 1-dimensional Data that returns the level of blend a given pixel will be
|
| 774 |
|
* mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
|
| 775 |
|
* Valid range: <0,1>
|
| 776 |
|
* @param color Color to mix. (1,0,0) is RED.
|
| 777 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 778 |
|
*/
|
| 779 |
|
public long chroma(Data1D blend, Data3D color)
|
| 780 |
|
{
|
| 781 |
|
return mF.add(EffectNames.CHROMA, blend, color);
|
| 782 |
|
}
|
| 783 |
|
|
| 784 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 785 |
|
/**
|
| 786 |
|
* Makes a certain sub-region of the Object smoothly change its transparency level.
|
| 787 |
|
*
|
| 788 |
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any given
|
| 789 |
|
* moment: pixel.a *= alpha.
|
| 790 |
|
* Valid range: <0,1>
|
| 791 |
|
* @param region Region this Effect is limited to.
|
| 792 |
|
* @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
|
| 793 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 794 |
|
*/
|
| 795 |
|
public long alpha(Data1D alpha, Data4D region, boolean smooth)
|
| 796 |
|
{
|
| 797 |
|
return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
|
| 798 |
|
}
|
| 799 |
|
|
| 800 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 801 |
|
/**
|
| 802 |
|
* Makes the whole Object smoothly change its transparency level.
|
| 803 |
|
*
|
| 804 |
|
* @param alpha 1-dimensional Data that returns the level of transparency we want to have at any
|
| 805 |
|
* given moment: pixel.a *= alpha.
|
| 806 |
|
* Valid range: <0,1>
|
| 807 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 808 |
|
*/
|
| 809 |
|
public long alpha(Data1D alpha)
|
| 810 |
|
{
|
| 811 |
|
return mF.add(EffectNames.ALPHA, alpha);
|
| 812 |
|
}
|
| 813 |
|
|
| 814 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 815 |
|
/**
|
| 816 |
|
* Makes a certain sub-region of the Object smoothly change its brightness level.
|
| 817 |
|
*
|
| 818 |
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
| 819 |
|
* at any given moment. Valid range: <0,infinity)
|
| 820 |
|
* @param region Region this Effect is limited to.
|
| 821 |
|
* @param smooth If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
|
| 822 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 823 |
|
*/
|
| 824 |
|
public long brightness(Data1D brightness, Data4D region, boolean smooth)
|
| 825 |
|
{
|
| 826 |
|
return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
|
| 827 |
|
}
|
| 828 |
|
|
| 829 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 830 |
|
/**
|
| 831 |
|
* Makes the whole Object smoothly change its brightness level.
|
| 832 |
|
*
|
| 833 |
|
* @param brightness 1-dimensional Data that returns the level of brightness we want to have
|
| 834 |
|
* at any given moment. Valid range: <0,infinity)
|
| 835 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 836 |
|
*/
|
| 837 |
|
public long brightness(Data1D brightness)
|
| 838 |
|
{
|
| 839 |
|
return mF.add(EffectNames.BRIGHTNESS, brightness);
|
| 840 |
|
}
|
| 841 |
|
|
| 842 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 843 |
|
/**
|
| 844 |
|
* Makes a certain sub-region of the Object smoothly change its contrast level.
|
| 845 |
|
*
|
| 846 |
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
| 847 |
|
* at any given moment. Valid range: <0,infinity)
|
| 848 |
|
* @param region Region this Effect is limited to.
|
| 849 |
|
* @param smooth If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
|
| 850 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 851 |
|
*/
|
| 852 |
|
public long contrast(Data1D contrast, Data4D region, boolean smooth)
|
| 853 |
|
{
|
| 854 |
|
return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
|
| 855 |
|
}
|
| 856 |
|
|
| 857 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 858 |
|
/**
|
| 859 |
|
* Makes the whole Object smoothly change its contrast level.
|
| 860 |
|
*
|
| 861 |
|
* @param contrast 1-dimensional Data that returns the level of contrast we want to have
|
| 862 |
|
* at any given moment. Valid range: <0,infinity)
|
| 863 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 864 |
|
*/
|
| 865 |
|
public long contrast(Data1D contrast)
|
| 866 |
|
{
|
| 867 |
|
return mF.add(EffectNames.CONTRAST, contrast);
|
| 868 |
|
}
|
| 869 |
|
|
| 870 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 871 |
|
/**
|
| 872 |
|
* Makes a certain sub-region of the Object smoothly change its saturation level.
|
| 873 |
|
*
|
| 874 |
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
| 875 |
|
* at any given moment. Valid range: <0,infinity)
|
| 876 |
|
* @param region Region this Effect is limited to.
|
| 877 |
|
* @param smooth If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
|
| 878 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 879 |
|
*/
|
| 880 |
|
public long saturation(Data1D saturation, Data4D region, boolean smooth)
|
| 881 |
|
{
|
| 882 |
|
return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
|
| 883 |
|
}
|
| 884 |
|
|
| 885 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 886 |
|
/**
|
| 887 |
|
* Makes the whole Object smoothly change its saturation level.
|
| 888 |
|
*
|
| 889 |
|
* @param saturation 1-dimensional Data that returns the level of saturation we want to have
|
| 890 |
|
* at any given moment. Valid range: <0,infinity)
|
| 891 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 892 |
|
*/
|
| 893 |
|
public long saturation(Data1D saturation)
|
| 894 |
|
{
|
| 895 |
|
return mF.add(EffectNames.SATURATION, saturation);
|
| 896 |
|
}
|
| 897 |
|
|
| 898 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 899 |
|
// Vertex-based effects
|
| 900 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 901 |
|
/**
|
| 902 |
|
* Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
|
| 903 |
|
*
|
| 904 |
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
| 905 |
|
* currently being dragged with.
|
| 906 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 907 |
|
* @param region Region that masks the Effect.
|
| 908 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 909 |
|
*/
|
| 910 |
|
public long distort(Data3D vector, Data3D center, Data4D region)
|
| 911 |
|
{
|
| 912 |
|
return mV.add(EffectNames.DISTORT, vector, center, region);
|
| 913 |
|
}
|
| 914 |
|
|
| 915 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 916 |
|
/**
|
| 917 |
|
* Distort the whole Object by a (possibly changing in time) vector of force.
|
| 918 |
|
*
|
| 919 |
|
* @param vector 3-dimensional Vector which represents the force the Center of the Effect is
|
| 920 |
|
* currently being dragged with.
|
| 921 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 922 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 923 |
|
*/
|
| 924 |
|
public long distort(Data3D vector, Data3D center)
|
| 925 |
|
{
|
| 926 |
|
return mV.add(EffectNames.DISTORT, vector, center, null);
|
| 927 |
|
}
|
| 928 |
|
|
| 929 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 930 |
|
/**
|
| 931 |
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
| 932 |
|
* a (possibly changing in time) point on the Object.
|
| 933 |
|
*
|
| 934 |
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
| 935 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 936 |
|
* @param region Region that masks the Effect.
|
| 937 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 938 |
|
*/
|
| 939 |
|
public long deform(Data3D vector, Data3D center, Data4D region)
|
| 940 |
|
{
|
| 941 |
|
return mV.add(EffectNames.DEFORM, vector, center, region);
|
| 942 |
|
}
|
| 943 |
|
|
| 944 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 945 |
|
/**
|
| 946 |
|
* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
|
| 947 |
|
* a (possibly changing in time) point on the Object.
|
| 948 |
|
*
|
| 949 |
|
* @param vector Vector of force that deforms the shape of the whole Object.
|
| 950 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 951 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 952 |
|
*/
|
| 953 |
|
public long deform(Data3D vector, Data3D center)
|
| 954 |
|
{
|
| 955 |
|
return mV.add(EffectNames.DEFORM, vector, center, null);
|
| 956 |
|
}
|
| 957 |
|
|
| 958 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 959 |
|
/**
|
| 960 |
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
| 961 |
|
* away from the center (degree<=1)
|
| 962 |
|
*
|
| 963 |
|
* @param sink The current degree of the Effect.
|
| 964 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 965 |
|
* @param region Region that masks the Effect.
|
| 966 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 967 |
|
*/
|
| 968 |
|
public long sink(Data1D sink, Data3D center, Data4D region)
|
| 969 |
|
{
|
| 970 |
|
return mV.add(EffectNames.SINK, sink, center, region);
|
| 971 |
|
}
|
| 972 |
|
|
| 973 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 974 |
|
/**
|
| 975 |
|
* Pull all points around the center of the Effect towards the center (if degree>=1) or push them
|
| 976 |
|
* away from the center (degree<=1)
|
| 977 |
|
*
|
| 978 |
|
* @param sink The current degree of the Effect.
|
| 979 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 980 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 981 |
|
*/
|
| 982 |
|
public long sink(Data1D sink, Data3D center)
|
| 983 |
|
{
|
| 984 |
|
return mV.add(EffectNames.SINK, sink, center);
|
| 985 |
|
}
|
| 986 |
|
|
| 987 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 988 |
|
/**
|
| 989 |
|
* Pull all points around the center of the Effect towards a line passing through the center
|
| 990 |
|
* (that's if degree>=1) or push them away from the line (degree<=1)
|
| 991 |
|
*
|
| 992 |
|
* @param pinch The current degree of the Effect + angle the line forms with X-axis
|
| 993 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 994 |
|
* @param region Region that masks the Effect.
|
| 995 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 996 |
|
*/
|
| 997 |
|
public long pinch(Data2D pinch, Data3D center, Data4D region)
|
| 998 |
|
{
|
| 999 |
|
return mV.add(EffectNames.PINCH, pinch, center, region);
|
| 1000 |
|
}
|
| 1001 |
|
|
| 1002 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 1003 |
|
/**
|
| 1004 |
|
* Pull all points around the center of the Effect towards a line passing through the center
|
| 1005 |
|
* (that's if degree>=1) or push them away from the line (degree<=1)
|
| 1006 |
|
*
|
| 1007 |
|
* @param pinch The current degree of the Effect + angle the line forms with X-axis
|
| 1008 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 1009 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 1010 |
|
*/
|
| 1011 |
|
public long pinch(Data2D pinch, Data3D center)
|
| 1012 |
|
{
|
| 1013 |
|
return mV.add(EffectNames.PINCH, pinch, center);
|
| 1014 |
|
}
|
| 1015 |
|
|
| 1016 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 1017 |
|
/**
|
| 1018 |
|
* Rotate part of the Object around the Center of the Effect by a certain angle.
|
| 1019 |
|
*
|
| 1020 |
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
| 1021 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 1022 |
|
* @param region Region that masks the Effect.
|
| 1023 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 1024 |
|
*/
|
| 1025 |
|
public long swirl(Data1D swirl, Data3D center, Data4D region)
|
| 1026 |
|
{
|
| 1027 |
|
return mV.add(EffectNames.SWIRL, swirl, center, region);
|
| 1028 |
|
}
|
| 1029 |
|
|
| 1030 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 1031 |
|
/**
|
| 1032 |
|
* Rotate the whole Object around the Center of the Effect by a certain angle.
|
| 1033 |
|
*
|
| 1034 |
|
* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
|
| 1035 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 1036 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 1037 |
|
*/
|
| 1038 |
|
public long swirl(Data1D swirl, Data3D center)
|
| 1039 |
|
{
|
| 1040 |
|
return mV.add(EffectNames.SWIRL, swirl, center);
|
| 1041 |
|
}
|
| 1042 |
|
|
| 1043 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 1044 |
|
/**
|
| 1045 |
|
* Directional, sinusoidal wave effect.
|
| 1046 |
|
*
|
| 1047 |
|
* @param wave A 5-dimensional data structure describing the wave: first member is the amplitude,
|
| 1048 |
|
* second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
|
| 1049 |
|
* wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
|
| 1050 |
|
* describe the 'direction' of the wave.
|
| 1051 |
|
* <p>
|
| 1052 |
|
* Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
|
| 1053 |
|
* need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
|
| 1054 |
|
* forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
|
| 1055 |
|
* the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
|
| 1056 |
|
* <p>
|
| 1057 |
|
* <p>
|
| 1058 |
|
* Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
|
| 1059 |
|
* in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
|
| 1060 |
|
* will be sine shapes.
|
| 1061 |
|
* <p>
|
| 1062 |
|
* Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
|
| 1063 |
|
* but this time it waves in the Y-direction, i.e. cross sections of the surface and the
|
| 1064 |
|
* YZ-plane with be sine shapes.
|
| 1065 |
|
* <p>
|
| 1066 |
|
* Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
|
| 1067 |
|
* is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
|
| 1068 |
|
* value if sin at this point.
|
| 1069 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 1070 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 1071 |
|
*/
|
| 1072 |
|
public long wave(Data5D wave, Data3D center)
|
| 1073 |
|
{
|
| 1074 |
|
return mV.add(EffectNames.WAVE, wave, center, null);
|
| 1075 |
|
}
|
| 1076 |
|
|
| 1077 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
| 1078 |
|
/**
|
| 1079 |
|
* Directional, sinusoidal wave effect.
|
| 1080 |
|
*
|
| 1081 |
|
* @param wave see {@link DistortedEffects#wave(Data5D,Data3D)}
|
| 1082 |
|
* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
|
| 1083 |
|
* @param region Region that masks the Effect.
|
| 1084 |
|
* @return ID of the effect added, or -1 if we failed to add one.
|
| 1085 |
|
*/
|
| 1086 |
|
public long wave(Data5D wave, Data3D center, Data4D region)
|
| 1087 |
|
{
|
| 1088 |
|
return mV.add(EffectNames.WAVE, wave, center, region);
|
| 1089 |
|
}
|
| 1090 |
|
}
|
Progress with support for Effect classes.