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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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.Data3D;
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import org.distorted.library.type.Data5D;
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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 VertexEffectPipe extends VertexEffect
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{
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private static final EffectName NAME = EffectName.PIPE;
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private final Data5D mPipe;
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private final Data3D mCenter;
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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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return mPipe.get(uniforms,index+VALUES_OFFSET,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// here, if one tests this with the 'Generic' examples app - and chooses the 'Cubes 3x3x3' mesh,
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// then adds an 'empty' PIPE effect - then two corners of the mesh turn bright.
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// It turns out this is because the points at those corners are very close to being on the
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// line defined by 'center' and 'vect' (so 'ps' is very small)
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// Then by means of some miracle we have
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// 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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static String code()
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{
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return
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"vec3 pc = vUniforms[effect+1].yzw - v; \n"
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+ "vec3 vect = vUniforms[effect].yzw; \n"
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+ "vec3 ps = pc - dot(pc,vect)*vect; \n"
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+ "float radius = vUniforms[effect+1].x; \n"
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+ "float deg = max( 0.0, 1.0 - length(ps)/radius ); \n"
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+ "float h = vUniforms[effect].x; \n" // from this point on, having calculated
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+ "float tmp = (1.0-h)*deg; \n" // ps and deg, proceed just like in Sink
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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"
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+ "const float B = 10.0; \n"
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+ "vec3 n_ps = dot(ps,n)*ps; \n"
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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"
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+ "float move = deg*(h-1.0)/(h/B+1.0/A); \n"
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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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/**
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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 (degree>1) or push away from (degree<1) all points of an infinite 'pipe' shaped region. We
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* 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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* Points located outside of the pipe are not affected (thus this acts kind of like a 'region')
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*
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* @param pipe 5-dimensional data describing the effect and kind of including the region in it as well.
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* 1st: the degree of pull (similar to the one in the sink effect)
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* (2nd,3rd,4th) -> the vector along which the 'pipe' points to.
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* 5th: the radius of the pipe.
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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 VertexEffectPipe(Data5D pipe, Data3D center)
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{
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super(NAME);
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mPipe = pipe;
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mCenter = center;
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}
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}
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New 'PIPE' vertex effect.