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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Pull all points around the center of the Effect towards a line passing through the center
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* (that's if degree>=1) or push them away from the line (degree<=1).
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*
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* Note: this is not a fully 3D effect - the pinching is always within the XY plane; z coordinates
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* of all vertices remain unaffected. If someone wants a fully 3D Pinch effect, we'd probably need
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* to write another VertexEffectPinch3D with 2 more arguments (latitude and longitude angles defining
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* the plane the pinching works on).
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*/
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public class VertexEffectPinch extends VertexEffect
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{
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private Data3D mPinch;
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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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boolean ret = mPinch.get(uniforms,index,currentDuration,step);
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uniforms[index+1] = (float)(Math.PI*uniforms[index+1]/180);
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uniforms[index+2] = (float)(Math.PI*uniforms[index+2]/180);
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return ret;
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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) along a vector from the center of region sphere to a point on it defined by
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// the (latitude,longitude) pair of angles with P' = P + (1-h)*dist(line to P)
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// when h>1 we are pushing points away from S: P' = P + (1/h-1)*dist(line to P)
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// (where 'line' above passes through the center point and goes along the vector)
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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.PINCH,
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"vec3 center = vUniforms[effect+1].yzw; \n"
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+ "vec3 ps = center-v; \n"
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+ "float h = vUniforms[effect].x; \n"
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+ "float latitude = vUniforms[effect].y; \n"
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+ "float longitude = vUniforms[effect].z; \n"
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+ "float deg = degree(vUniforms[effect+2],center,ps); \n"
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+ "float t = deg * (1.0-h)/max(1.0,h); \n"
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+ "float sinLAT = sin(latitude); \n"
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+ "float cosLAT = cos(latitude); \n"
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+ "float sinLON = sin(longitude); \n"
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+ "float cosLON = cos(longitude); \n"
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+ "vec3 dir = vec3(sinLON*cosLAT,sinLAT,cosLON*cosLAT);\n"
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+ "float dot_dir_ps = dot(dir,ps); \n"
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+ "v += t*dot_dir_ps*dir; \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 * abs(dot(n,dir)) * 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 a line passing through the center
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* (that's if degree>=1) or push them away from the line (degree<=1)
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*
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* @param pinch The current degree of the Effect + (latitude,longitude) pair of angles defining the
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* * point towards which (and its antipode) the pinching power is strongest.
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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 VertexEffectPinch(Data3D pinch, Data3D center, Data4D region)
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{
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super(EffectName.PINCH);
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mPinch = pinch;
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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 a line passing through the center
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* (that's if degree>=1) or push them away from the line (degree<=1)
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*
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* @param pinch The current degree of the Effect + (latitude,longitude) pair of angles defining the
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* point towards which (and its antipode) the pinching power is strongest.
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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 VertexEffectPinch(Data3D pinch, Data3D center)
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{
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super(EffectName.PINCH);
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mPinch = pinch;
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mCenter = center;
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mRegion = MAX_REGION;
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}
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}
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