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library / src / main / java / org / distorted / library / effect / VertexEffectSink.java @ 0f10a0b6

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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.Data1D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Pull all points around the center of the Effect towards the center point (if degree>=1) or push them
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 * away from it (degree<=1).
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 */
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public class VertexEffectSink extends VertexEffect
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  {
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  private Data1D mSink;
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  private Data3D mCenter;
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  private Data4D mRegion;
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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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    mRegion.get(uniforms,index+REGION_OFFSET,currentDuration,step);
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    return mSink.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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// Pull P=(v.x,v.y) towards center of the effect with P' = P + (1-h)*dist(S-P)
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// when h>1 we are pushing points away from S: P' = P + (1/h-1)*dist(S-P)
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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.SINK,
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        "vec3 ps = vUniforms[effect+1].yzw - v;            \n"
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      + "float h = vUniforms[effect].x;                    \n"
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      + "float deg = degree(vUniforms[effect+2],ps);       \n"
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      + "float t = deg * (1.0-h)/max(1.0,h);               \n"
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      + "v += t*ps;                                        \n"
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      + "const float A = 1.6;                              \n" // max amount of change in normal vector when pulling
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      + "const float B = 10.0;                             \n" // when pushing
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      + "vec3 n_ps = dot(ps,n)*ps;                         \n" // n_ps = (component of n that's parallel to ps) * |ps|^2 (=dot(ps,ps))
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      + "float dot_ps = dot(ps,ps);                        \n"
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      + "float sign_ps= sign(dot_ps);                      \n"
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      + "n_ps = (sign_ps*n_ps)/(dot_ps-(sign_ps-1.0));     \n" // uff! now n_ps is the parallel to ps component of n, even if ps==0
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      + "float move = deg*(h-1.0)/(h/B+1.0/A);             \n" // move(0)=-A*deg, move(1)=0, move(inf)=B*deg
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      + "n += move*n_ps;                                   \n"
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      + "n = normalize(n);"
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      );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Pull all points around the center of the Effect towards the center point (if degree>=1) or push them
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 * away from it (degree<=1)
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 *
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 * @param sink   The current degree of the Effect.
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 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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 * @param region Region that masks the Effect.
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 */
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  public VertexEffectSink(Data1D sink, Data3D center, Data4D region)
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    {
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    super(EffectName.SINK);
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    mSink   = sink;
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    mCenter = center;
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    mRegion = (region==null ? MAX_REGION : region);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Pull all points around the center of the Effect towards the center point(if degree>=1) or push them
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 * away from it (degree<=1)
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 *
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 * @param sink   The current degree of the Effect.
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 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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 */
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  public VertexEffectSink(Data1D sink, Data3D center)
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    {
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    super(EffectName.SINK);
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    mSink   = sink;
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    mCenter = center;
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    mRegion = MAX_REGION;
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    }
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  }