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Revision 02ef26bc

Added by Leszek Koltunski over 7 years ago

Preparation to make the WAVE effect fully 3D

View differences:

src/main/java/org/distorted/library/DistortedObject.java
739 739
 */
740 740
  public long distort(Data3D vector, Data2D center)
741 741
    {
742
    return mV.add(EffectNames.DISTORT, vector, center);
742
    return mV.add(EffectNames.DISTORT, vector, center, null);
743 743
    }
744 744

  
745 745
///////////////////////////////////////////////////////////////////////////////////////////////////
......
753 753
 */
754 754
  public long deform(Data3D vector, Data2D center)
755 755
    {  
756
    return mV.add(EffectNames.DEFORM, vector, center);
756
    return mV.add(EffectNames.DEFORM, vector, center, null);
757 757
    }
758 758

  
759 759
///////////////////////////////////////////////////////////////////////////////////////////////////  
......
822 822
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
823 823
 * @return       ID of the effect added, or -1 if we failed to add one.
824 824
 */
825
  public long wave(Data3D wave, Data2D center)
825
  public long wave(Data4D wave, Data2D center)
826 826
    {
827
    return mV.add(EffectNames.WAVE, wave, center);
827
    return mV.add(EffectNames.WAVE, wave, center, null);
828 828
    }
829 829

  
830 830
///////////////////////////////////////////////////////////////////////////////////////////////////
......
838 838
 * @param region Region that masks the Effect.
839 839
 * @return       ID of the effect added, or -1 if we failed to add one.
840 840
 */
841
  public long wave(Data3D wave, Data2D center, Data4D region)
841
  public long wave(Data4D wave, Data2D center, Data4D region)
842 842
    {
843 843
    return mV.add(EffectNames.WAVE, wave, center, region);
844 844
    }
src/main/java/org/distorted/library/EffectNames.java
85 85

  
86 86
 /////////////////////////////////////////////////////////////////////////////////
87 87
 // VERTEX EFFECTS
88
 // Always 9 Uniforms: 3 per-effect interpolated values, 4-dimensional Region,
89
 // 2-dimensional center of the effect.
88
 // Always 12 Uniforms: 4 per-effect interpolated values, 2 caches, 2-dimensional
89
 // center of the effect, 4-dimensional Region
90 90
 /**
91 91
   * Apply a 3D vector of force to area around a point on the surface of the Object.
92 92
   * <p>
93
   * Uniforms: (forceX,forceY,forceZ,regionX,regionY,regionRX,regionRY,centerX,centerY)
93
   * Uniforms: (forceX ,forceY ,forceZ  ,UNUSED  ,
94
  *             UNUSED , UNUSED,centerX ,centerY ,
95
  *             regionX,regionY,regionRX,regionRY)
94 96
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
95 97
   */
96 98
  DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} ),
97 99
 /**
98 100
   * Deform the whole Object by applying a 2D vector of force to a center point.
99 101
   * <p>
100
   * Uniforms: (forceX,forceY,UNUSED,UNUSED,UNUSED,UNUSED,UNUSED,centerX,centerY)
102
   * Uniforms: (forceX,forceY,UNUSED,UNUSED,
103
   *            UNUSED,UNUSED,centerX,centerY,
104
   *            UNUSED,UNUSED,UNUSED,UNUSED)
101 105
   * Unity: (forceX,forceY) = (0,0)
102 106
   */
103 107
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      ),
104 108
 /**
105 109
   * Pull (or push away) all points around a center point to (from) it.
106 110
   * <p>
107
   * Uniforms: (sinkFactor,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
111
   * Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
112
   *            UNUSED,UNUSED,centerX,centerY,
113
   *            regionX,regionY,regionRX,regionRY)
108 114
   * Unity: sinkFactor = 1
109 115
   */
110 116
  SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           ),
111 117
 /**
112 118
   * Smoothly rotate a limited area around a center point.
113 119
   * <p>
114
   * Uniforms: (swirlAngle,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
120
   * Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
121
   *            cache1, UNUSED,centerX,centerY,
122
   *            regionX,regionY,regionRX,regionRY)
115 123
   * Unity: swirlAngle = 0
116 124
   */
117 125
  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
......
119 127
   * Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
120 128
   * parameter, which is the angle (in degrees) the direction forms with the X-axis.
121 129
   * <p>
122
   * Uniforms: (amplitude,angle,length,regionX,regionY,regionRX,regionRY,centerX,centerY)
130
   * Uniforms: (amplitude,angleAmp,length,angleLen,
131
   *            cache1, cache2,centerX,centerY,
132
   *            regionX,regionY,regionRX,regionRY)
123 133
   * Unity: amplitude  = 0
124 134
   */
125 135
  WAVE             ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
src/main/java/org/distorted/library/EffectQueueVertex.java
167 167
    if( mName[effect]==EffectNames.SWIRL.ordinal() )
168 168
      {
169 169
      d = Math.PI*mUniforms[NUM_UNIFORMS*effect]/180;
170
      mUniforms[NUM_UNIFORMS*effect+4] = (float)Math.sin(d);
171
      mUniforms[NUM_UNIFORMS*effect+5] = (float)Math.cos(d);
170
      mUniforms[NUM_UNIFORMS*effect  ] = (float)Math.sin(d);
171
      mUniforms[NUM_UNIFORMS*effect+4] = (float)Math.cos(d);
172 172
      }
173 173
    if( mName[effect]==EffectNames.WAVE.ordinal() )
174 174
      {
175 175
      d = Math.PI*mUniforms[NUM_UNIFORMS*effect+1]/180;
176
      mUniforms[NUM_UNIFORMS*effect+4] = (float)Math.sin(d);
176
      mUniforms[NUM_UNIFORMS*effect+1] = (float)Math.sin(d);
177
      mUniforms[NUM_UNIFORMS*effect+4] = (float)Math.cos(d);
178
      d = Math.PI*mUniforms[NUM_UNIFORMS*effect+3]/180;
179
      mUniforms[NUM_UNIFORMS*effect+3] = (float)Math.sin(d);
177 180
      mUniforms[NUM_UNIFORMS*effect+5] = (float)Math.cos(d);
178 181
      }
179 182
    }
180
  
183

  
181 184
///////////////////////////////////////////////////////////////////////////////////////////////////
182
// distort, wave
185
// wave
183 186

  
184
  synchronized long add(EffectNames eln, Data3D data, Data2D center, Data4D region)
187
  synchronized long add(EffectNames eln, Data4D data, Data2D center, Data4D region)
185 188
    {
186 189
    if( mMax[INDEX]>mNumEffects )
187 190
      {
188
      EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);    
191
      EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
189 192

  
190
      if( data instanceof Dynamic3D)
191
        mInter[0][mNumEffects] = (Dynamic3D)data;
192
      else if( data instanceof Static3D)
193
      if( data instanceof Dynamic4D)
194
        mInter[0][mNumEffects] = (Dynamic4D)data;
195
      else if( data instanceof Static4D)
193 196
        {
194 197
        mInter[0][mNumEffects] = null;
195
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static3D)data).getX();
196
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)data).getY();
197
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)data).getZ();
198
        mUniforms[NUM_UNIFORMS*mNumEffects  ] = ((Static4D)data).getX();
199
        mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static4D)data).getY();
200
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static4D)data).getZ();
201
        mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static4D)data).getW();
198 202
        }
199 203

  
200 204
      return addPriv(eln,center,region);
201 205
      }
202
      
206

  
203 207
    return -1;
204 208
    }
205
   
209

  
206 210
///////////////////////////////////////////////////////////////////////////////////////////////////
207
// deform, distort, wave
211
// deform,distort
208 212

  
209
  synchronized long add(EffectNames eln, Data3D data, Data2D center)
213
  synchronized long add(EffectNames eln, Data3D data, Data2D center, Data4D region)
210 214
    {
211 215
    if( mMax[INDEX]>mNumEffects )
212 216
      {
......
222 226
        mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)data).getZ();
223 227
        }
224 228

  
225
      return addPriv(eln,center,null);
229
      return addPriv(eln,center,region);
226 230
      }
227 231
      
228 232
    return -1;
229 233
    }
230
 
234

  
231 235
///////////////////////////////////////////////////////////////////////////////////////////////////
232 236
// sink, swirl
233 237

  
src/main/java/org/distorted/library/type/Dynamic4D.java
24 24
///////////////////////////////////////////////////////////////////////////////////////////////////
25 25
/** 
26 26
* A 4-dimensional implementation of the Dynamic class to interpolate between a list
27
* of Float4Ds.
27
* of Static4Ds.
28 28
*/
29 29

  
30 30
public class Dynamic4D extends Dynamic implements Data4D
src/main/res/raw/main_vertex_shader.glsl
334 334
  vec4 SO = vUniforms[effect+2];
335 335
  float d1_circle = degree_region(SO,PS);
336 336
  float d1_bitmap = degree_bitmap(center,PS);
337
  float sinA = vUniforms[effect+1].x;                          // sin(A) precomputed in EffectListVertex.postprocess
338
  float cosA = vUniforms[effect+1].y;                          // cos(A) precomputed in EffectListVertex.postprocess
337
  float sinA = vUniforms[effect  ].x;                          // sin(A) precomputed in EffectListVertex.postprocess
338
  float cosA = vUniforms[effect+1].x;                          // cos(A) precomputed in EffectListVertex.postprocess
339 339
  vec2 PS2 = vec2( PS.x*cosA+PS.y*sinA,-PS.x*sinA+PS.y*cosA ); // vector PS rotated by A radians clockwise around center.
340 340
  vec4 SG = (1.0-d1_circle)*SO;                                // coordinates of the dilated circle P is going to get rotated around
341 341
  float d2 = max(0.0,degree(SG,center,PS2));                   // make it a max(0,deg) because otherwise when center=left edge of the
......
350 350

  
351 351
void wave(in int effect, inout vec4 v)
352 352
  {
353
  vec2 center = vUniforms[effect+1].zw;
353
  vec2 center     = vUniforms[effect+1].zw;
354
  float sinA      = vUniforms[effect  ].y;
355
  float cosA      = vUniforms[effect+1].x;
356
  float sinB      = vUniforms[effect  ].w;
357
  float cosB      = vUniforms[effect+1].y;
358
  float amplitude = vUniforms[effect  ].x;
359
  float length    = vUniforms[effect  ].z;
360

  
354 361
  vec2 ps = center-v.xy;
355 362
  float deg = degree_region(vUniforms[effect+2],ps);
356
  vec2 sincos = vUniforms[effect+1].xy;
357

  
358
  float amplitude = vUniforms[effect].x;
359
  float length    = vUniforms[effect].z;
360
  float d = dot( vec2(-ps.y,-ps.x),sincos );
363
  float d = -ps.x*cosB-ps.y*sinB;
361 364
  float num = length==0.0 ? 0.0 : d / length;
362 365

  
363
  v.xy += (sin(1.578*num)*amplitude*deg*sincos);
366
  v.xy += (sin(1.578*num)*amplitude*deg*vec2(sinB,cosB));
364 367
  }
365 368

  
366 369
#endif

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