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Revision 50be8733

Added by Leszek Koltunski almost 6 years ago

Correct Distort.

View differences:

src/main/java/org/distorted/library/effect/VertexEffectDistort.java
144 144
      + "  float cp =(ps.x*n.y - ps.y*n.x)*tr;                         \n"   //
145 145
      + "  vec3 psRot = vec3( ap+n.y*cp , bp-n.x*cp , dot(ps,n) );     \n"   //
146 146

  
147
      + "  psRot = normalize(psRot);                                   \n"
148
      + "  vec3 N = vec3( -dot(force,n)*psRot.xy, region.w );          \n"   // modified rotated normal
147
      + "  float len = length(psRot);                                  \n"
148
      + "  float corr= sign(len)-1.0;                                  \n"   // make N (0,0,1) if ps=(0,0,0)
149
      + "  vec3 N = vec3( -dot(force,n)*psRot.xy, region.w*len-corr ); \n"   // modified rotated normal
149 150
                                                                             // dot(force,n) is rotated force.z
150 151
      + "  float an = N.x*n.z + N.z*n.x;                               \n"   // now create the normal vector
151 152
      + "  float bn = N.y*n.z + N.z*n.y;                               \n"   // back from our modified normal
src/main/res/raw/main_vertex_shader.glsl
72 72
  vec3 signA = sign(A);                      //
73 73
  vec3 signA_SQ = signA*signA;               // div = PS/A if A!=0, 0 otherwise.
74 74
  vec3 div = signA_SQ*PS/(A-(ONE-signA_SQ)); //
75
  vec3 ret = sign(u_objD)-div;
75 76

  
76
  float d1= div.x-div.y;
77
  float d2= div.y-div.z;
78
  float d3= div.x-div.z;
77
  float d1= ret.x-ret.y;
78
  float d2= ret.y-ret.z;
79
  float d3= ret.x-ret.z;
79 80

  
80
  if( d1*d2>0.0 ) return 1.0-div.y;          //
81
  if( d1*d3>0.0 ) return 1.0-div.z;          // return 1-middle(div.x,div.y,div.z)
82
  return 1.0-div.x;                          //
81
  if( d1*d2>0.0 ) return ret.y;             //
82
  if( d1*d3>0.0 ) return ret.z;             // return 1-middle(div.x,div.y,div.z)
83
  return ret.x;                             // (unless size of object is 0 then 0-middle)
83 84
  }
84 85

  
85 86
//////////////////////////////////////////////////////////////////////////////////////////////
......
93 94
// Then, the degree of a point with respect to a given (spherical!) Region is defined by:
94 95
//
95 96
// If P is outside the sphere, return 0.
96
// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/||SX|,
97
// Otherwise, let X be the point where the halfline SP meets the sphere - then return |PX|/|SX|,
97 98
// aka the 'degree' of point P.
98 99
//
99 100
// We solve the triangle OPX.
......
134 135

  
135 136
  if( D<=0.0 ) return 0.0;
136 137

  
137
  vec3 A = sign(PS)*u_objD.xyz + S;
138
  vec3 A = sign(PS)*u_objD + S;
138 139
  vec3 signA = sign(A);
139 140
  vec3 signA_SQ = signA*signA;
140 141
  vec3 div = signA_SQ*PS/(A-(vec3(1.0,1.0,1.0)-signA_SQ));
142
  vec3 ret = sign(u_objD)-div;                // if object is flat, make ret.z 0
141 143

  
142
  float d1= div.x-div.y;
143
  float d2= div.y-div.z;
144
  float d3= div.x-div.z;
145
  float E;
144
  float d1= ret.x-ret.y;
145
  float d2= ret.y-ret.z;
146
  float d3= ret.x-ret.z;
147
  float degree_object;
146 148

  
147
       if( d1*d2>0.0 ) E= 1.0-div.y;
148
  else if( d1*d3>0.0 ) E= 1.0-div.z;
149
  else                 E= 1.0-div.x;
149
       if( d1*d2>0.0 ) degree_object= ret.y;  //
150
  else if( d1*d3>0.0 ) degree_object= ret.z;  // middle of the ret.{x,y,z} triple
151
  else                 degree_object= ret.x;  //
150 152

  
151 153
  float ps_sq = dot(PS,PS);
152 154
  float one_over_ps_sq = 1.0/(ps_sq-(sign(ps_sq)-1.0));  // return 1.0 if ps_sq = 0.0
153 155
  float DOT  = dot(PS,PO)*one_over_ps_sq;
156
  float degree_region = 1.0/(1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT));
154 157

  
155
  return min(1.0/(1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT)),E);
158
  return min(degree_region,degree_object);
156 159
  }
157 160

  
158 161
#endif  // NUM_VERTEX>0

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