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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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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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static void onDestroy()
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{
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mNextID = 0;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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372 |
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create empty effect queue.
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*/
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public DistortedEffects()
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{
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mID = ++mNextID;
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initializeEffectLists(this,0);
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}
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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.