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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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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.Dynamic;
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import org.distorted.library.type.Static;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// VERTEX EFFECTS
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// 12 Uniforms: 5 per-effect interpolated values, 3-dimensional center, 4-dimensional Region
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public abstract class VertexEffect extends Effect
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{
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public static final int DISTORT =0;
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public static final int DEFORM =1;
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public static final int SINK =2;
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public static final int PINCH =3;
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public static final int SWIRL =4;
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public static final int WAVE =5;
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public static final int NUM_EFFECTS=6;
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static final int MAX = 5;
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private static final int MAX_UNITY_DIM = 3;
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Dynamic mDynamic0;
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Static mStatic0;
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Data3D mCenter;
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Data4D mRegion;
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private final static float[] mUnity= new float[MAX_UNITY_DIM*NUM_EFFECTS];
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private final static int[] mUnityDim = new int[NUM_EFFECTS];
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public VertexEffect(int name, float[] unity, int dimension, boolean center, boolean region)
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{
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super(VERTEX,name,dimension,center,region);
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for(int i=0; i<unity.length; i++)
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{
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mUnity[name*MAX_UNITY_DIM+i] = unity[i];
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}
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mUnityDim[name] = unity.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static boolean isUnity(int name, float[] buffer, int index)
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{
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switch(mUnityDim[name])
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{
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case 0: return true;
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case 1: return buffer[index ]==mUnity[MAX_UNITY_DIM*name ];
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case 2: return buffer[index ]==mUnity[MAX_UNITY_DIM*name ] &&
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buffer[index+1]==mUnity[MAX_UNITY_DIM*name+1];
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case 3: return buffer[index ]==mUnity[MAX_UNITY_DIM*name ] &&
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buffer[index+1]==mUnity[MAX_UNITY_DIM*name+1] &&
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buffer[index+2]==mUnity[MAX_UNITY_DIM*name+2];
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case 4: return buffer[index ]==mUnity[MAX_UNITY_DIM*name ] &&
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buffer[index+1]==mUnity[MAX_UNITY_DIM*name+1] &&
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buffer[index+2]==mUnity[MAX_UNITY_DIM*name+2] &&
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buffer[index+3]==mUnity[MAX_UNITY_DIM*name+3];
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}
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return false;
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}
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}
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