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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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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 static final EffectName NAME = EffectName.SINK;
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private final Data1D mSink;
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private final Data3D mCenter;
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private final 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+VALUES_OFFSET,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// used to be simple:
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// float t = deg * (1.0-h)/max(1.0,h);
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// Changed to the four complicated lines because the previous Sink effect fails to fully inflate the
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// Masterball.
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// Current function inflates and deflates much more as H is at the extremes (close to 0 and inf)
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static String code()
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{
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return
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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 tmp = (1.0-h)*deg; \n"
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+ "float t1 = tmp*(deg+1.0)/h; \n"
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+ "float t2 = tmp/(0.618*(0.618+deg)); \n"
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+ "float t = t2 + (t1-t2)*((sign(h-1.0)+1.0)/2.0); \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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// 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(NAME, code() );
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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(NAME);
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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(NAME);
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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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}
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