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00be51f0
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Leszek Koltunski
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// Copyright 2020 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Shear the Mesh.
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*/
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public class VertexEffectShear extends VertexEffect
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{
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private Data3D mShear, mCenter;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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{
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mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step);
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return mShear.get(uniforms,index,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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float sx = uniforms[NUM_UNIFORMS*index ];
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float sy = uniforms[NUM_UNIFORMS*index+1];
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float sz = uniforms[NUM_UNIFORMS*index+2];
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float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET ];
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float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
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float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
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Matrix.translateM(matrix, 0, x, y, z);
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matrix[4] += sx*matrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear.
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matrix[5] += sx*matrix[1]; // 0 1 0 0
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matrix[6] += sx*matrix[2]; // 0 0 1 0
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matrix[7] += sx*matrix[3]; // 0 0 0 1
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matrix[0] += sy*matrix[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear.
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matrix[1] += sy*matrix[5]; // y 1 0 0
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matrix[2] += sy*matrix[6]; // 0 0 1 0
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matrix[3] += sy*matrix[7]; // 0 0 0 1
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matrix[4] += sz*matrix[8]; // Multiply viewMatrix by 1 0 0 0 , i.e. Z-shear.
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matrix[5] += sz*matrix[9]; // 0 1 0 0
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matrix[6] += sz*matrix[10];// 0 z 1 0
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matrix[7] += sz*matrix[11];// 0 0 0 1
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Matrix.translateM(matrix, 0,-x,-y,-z);
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*/
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/**
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* Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
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*/
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public static void enable()
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{
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addEffect( EffectName.VERTEX_SHEAR,
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"float sx = vUniforms[effect].x; \n"
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+ "float sy = vUniforms[effect].y; \n"
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+ "float sz = vUniforms[effect].z; \n"
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+ "vec3 center = vUniforms[effect+1].yzw; \n"
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+ "v -= center; \n"
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+ "float new_vx = (1.0+sx*sy)*v.x + sx*v.y; \n"
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+ "float new_vy = sy*v.x + v.y; \n"
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+ "float new_vz = sz*v.y + v.z; \n"
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+ "v.x = new_vx; \n"
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+ "v.y = new_vy; \n"
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+ "v.z = new_vz; \n"
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+ "v += center; \n"
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+ "float new_nx = (1.0+sx*sy)*n.x + sx*n.y; \n"
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+ "float new_ny = sy*n.x + n.y; \n"
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+ "float new_nz = sz*n.y + n.z; \n"
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+ "n.x = new_nx; \n"
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+ "n.y = new_ny; \n"
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+ "n.z = new_nz; \n"
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);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Shear the Mesh.
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*
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* @param shear The 3-tuple of shear factors. The first controls level
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* of shearing in the X-axis, second - Y-axis and the third -
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* Z-axis. Each is the tangent of the shear angle, i.e 0 -
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* no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
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* @param center Center of shearing, i.e. the point which stays unmoved.
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*/
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public VertexEffectShear(Data3D shear, Data3D center)
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{
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super(EffectName.VERTEX_SHEAR);
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mShear = shear;
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mCenter = center;
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}
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}
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