|  | 1 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 2 | // Copyright 2023 Leszek Koltunski  leszek@koltunski.pl                                          //
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  |  | 3 | //                                                                                               //
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  |  | 4 | // This file is part of Distorted.                                                               //
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  |  | 5 | //                                                                                               //
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  |  | 6 | // This library is free software; you can redistribute it and/or                                 //
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  |  | 7 | // modify it under the terms of the GNU Lesser General Public                                    //
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  |  | 8 | // License as published by the Free Software Foundation; either                                  //
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  |  | 9 | // version 2.1 of the License, or (at your option) any later version.                            //
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  |  | 10 | //                                                                                               //
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  |  | 11 | // This library is distributed in the hope that it will be useful,                               //
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  |  | 12 | // but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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  |  | 13 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                             //
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  |  | 14 | // Lesser General Public License for more details.                                               //
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  |  | 15 | //                                                                                               //
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  |  | 16 | // You should have received a copy of the GNU Lesser General Public                              //
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  |  | 17 | // License along with this library; if not, write to the Free Software                           //
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  |  | 18 | // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
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  |  | 19 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 20 | 
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  |  | 21 | package org.distorted.library.effect;
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  |  | 22 | 
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  |  | 23 | import org.distorted.library.type.Data3D;
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  |  | 24 | import org.distorted.library.type.Data5D;
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  |  | 25 | 
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  |  | 26 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 27 | 
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  |  | 28 | /**
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  |  | 29 |  * Pull all points around the center of the Effect towards the center point (if degree>=1) or push them
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  |  | 30 |  * away from it (degree<=1).
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  |  | 31 |  */
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  |  | 32 | public class VertexEffectPipe extends VertexEffect
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  |  | 33 |   {
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  |  | 34 |   private static final EffectName NAME = EffectName.PIPE;
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  |  | 35 | 
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  |  | 36 |   private final Data5D mPipe;
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  |  | 37 |   private final Data3D mCenter;
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  |  | 38 | 
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  |  | 39 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 40 | /**
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  |  | 41 |  * Only for use by the library itself.
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  |  | 42 |  *
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  |  | 43 |  * @y.exclude
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  |  | 44 |  */
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  |  | 45 |   public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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  |  | 46 |     {
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  |  | 47 |     mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step);
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  |  | 48 |     return mPipe.get(uniforms,index+VALUES_OFFSET,currentDuration,step);
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  |  | 49 |     }
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  |  | 50 | 
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  |  | 51 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 52 | // here, if one tests this with the 'Generic' examples app - and chooses the 'Cubes 3x3x3' mesh,
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  |  | 53 | // then adds an 'empty' PIPE effect - then two corners of the mesh turn bright.
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  |  | 54 | // It turns out this is because the points at those corners are very close to being on the
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  |  | 55 | // line defined by 'center' and 'vect' (so 'ps' is very small)
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  |  | 56 | // Then by means of some miracle we have
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  |  | 57 | // dot_ps>0, (sign_ps-1.0)==0.0 and dot_ps-(sign_ps-1.0) == 0.0 !! so n_ps - undef.
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  |  | 58 | 
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  |  | 59 |   static String code()
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  |  | 60 |     {
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  |  | 61 |     return
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  |  | 62 | 
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  |  | 63 |         "vec3 pc = vUniforms[effect+1].yzw - v;            \n"
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  |  | 64 |       + "vec3 vect = vUniforms[effect].yzw;                \n"
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  |  | 65 |       + "vec3 ps = pc - dot(pc,vect)*vect;                 \n"
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  |  | 66 |       + "float radius = vUniforms[effect+1].x;             \n"
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  |  | 67 |       + "float deg = max( 0.0, 1.0 - length(ps)/radius );  \n"
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  |  | 68 | 
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  |  | 69 |       + "float h = vUniforms[effect].x;                    \n" // from this point on, having calculated
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  |  | 70 |       + "float tmp = (1.0-h)*deg;                          \n" // ps and deg, proceed just like in Sink
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  |  | 71 |       + "float t1 = tmp*(deg+1.0)/h;                       \n"
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  |  | 72 |       + "float t2 = tmp/(0.618*(0.618+deg));               \n"
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  |  | 73 |       + "float t = t2 + (t1-t2)*((sign(h-1.0)+1.0)/2.0);   \n"
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  |  | 74 | 
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  |  | 75 |       + "v += t*ps;                                        \n"
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  |  | 76 | 
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  |  | 77 |       + "const float A = 1.6;                              \n"
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  |  | 78 |       + "const float B = 10.0;                             \n"
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  |  | 79 |       + "vec3 n_ps = dot(ps,n)*ps;                         \n"
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  |  | 80 |       + "float dot_ps = dot(ps,ps);                        \n"
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  |  | 81 |       + "float sign_ps= sign(dot_ps);                      \n"
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  |  | 82 |       + "n_ps = (sign_ps*n_ps)/(dot_ps-(sign_ps-1.0));     \n"
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  |  | 83 |       + "float move = deg*(h-1.0)/(h/B+1.0/A);             \n"
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  |  | 84 |       + "n += move*n_ps;                                   \n"
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  |  | 85 |       + "n = normalize(n);";
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  |  | 86 |     }
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  |  | 87 | 
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  |  | 88 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 89 | // PUBLIC API
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  |  | 90 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 91 | /**
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  |  | 92 |  * Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
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  |  | 93 |  */
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  |  | 94 |   public static void enable()
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  |  | 95 |     {
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  |  | 96 |     addEffect(NAME, code() );
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  |  | 97 |     }
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  |  | 98 | 
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  |  | 99 | ///////////////////////////////////////////////////////////////////////////////////////////////////
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  |  | 100 | /**
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  |  | 101 |  * Pull (degree>1) or push away from (degree<1) all points of an infinite 'pipe' shaped region. We
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  |  | 102 |  * pull (or push) each point in space towards a point in the center of the pipe which is closest to it.
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  |  | 103 |  * Points located outside of the pipe are not affected (thus this acts kind of like a 'region')
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  |  | 104 |  *
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  |  | 105 |  * @param pipe   5-dimensional data describing the effect and kind of including the region in it as well.
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  |  | 106 |  *               1st: the degree of pull (similar to the one in the sink effect)
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  |  | 107 |  *               (2nd,3rd,4th) -> the vector along which the 'pipe' points to.
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  |  | 108 |  *               5th: the radius of the pipe.
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  |  | 109 |  * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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  |  | 110 |  */
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  |  | 111 |   public VertexEffectPipe(Data5D pipe, Data3D center)
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  |  | 112 |     {
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  |  | 113 |     super(NAME);
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  |  | 114 |     mPipe   = pipe;
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  |  | 115 |     mCenter = center;
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  |  | 116 |     }
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  |  | 117 |   }
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New 'PIPE' vertex effect.