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