- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
164 lines
5.6 KiB
GLSL
164 lines
5.6 KiB
GLSL
// Cyrille Henry 2008
|
|
#extension GL_ARB_texture_rectangle : enable
|
|
|
|
uniform sampler2DRect texture_mass, texture_mass_old, texture_normal;
|
|
uniform float init, gravite;
|
|
uniform vec2 wind;
|
|
uniform float D;
|
|
uniform float K1; // rigiditée liaison
|
|
uniform float W,f,N; // amplitude du Wind et frequence; Noise
|
|
uniform float t; //temps
|
|
|
|
varying vec2 coord;
|
|
|
|
vec2 test1(vec2 V)
|
|
{
|
|
// return(max(min(V,vec2(64.)),vec2(0.)));
|
|
return(V);
|
|
}
|
|
|
|
void main (void)
|
|
{
|
|
vec4 force = vec4(0,1.,0.,1.);
|
|
|
|
if ( (coord.x < 92.) && (coord.y < 64.) )
|
|
{
|
|
vec3 dist;
|
|
float taille;
|
|
|
|
vec4 pos = texture2DRect(texture_mass, coord );// -vec4(0.5);
|
|
vec4 pos_old = texture2DRect(texture_mass_old,coord );// -vec4(0.5);
|
|
vec4 posG = texture2DRect(texture_mass, (coord+vec2(-1., 0.)));// -vec4(0.5);
|
|
vec4 posD = texture2DRect(texture_mass, (coord+vec2( 1., 0.)));// -vec4(0.5);
|
|
vec4 posH = texture2DRect(texture_mass, (coord+vec2( 0., 1.)));// -vec4(0.5);
|
|
vec4 posB = texture2DRect(texture_mass, (coord+vec2( 0.,-1.)));// -vec4(0.5);
|
|
vec4 posHD = texture2DRect(texture_mass, (coord+vec2( 1.,-1.)));// -vec4(0.5);
|
|
vec4 posBG = texture2DRect(texture_mass, (coord+vec2(-1., 1.)));// -vec4(0.5);
|
|
vec4 posHG = texture2DRect(texture_mass, (coord+vec2( 1., 1.)));// -vec4(0.5);
|
|
vec4 posBD = texture2DRect(texture_mass, (coord+vec2(-1.,-1.)));// -vec4(0.5);
|
|
vec4 pos2G = texture2DRect(texture_mass, (coord+vec2(-2., 0.)));// -vec4(0.5);
|
|
vec4 pos2D = texture2DRect(texture_mass, (coord+vec2( 2., 0.)));// -vec4(0.5);
|
|
vec4 pos2H = texture2DRect(texture_mass, (coord+vec2( 0., 2.)));// -vec4(0.5);
|
|
vec4 pos2B = texture2DRect(texture_mass, (coord+vec2( 0.,-2.)));// -vec4(0.5);
|
|
// lecture des position des masses voisinnes
|
|
|
|
force = pos-pos_old;
|
|
// ajout de la force d'inertie (conservation de la vitesse)
|
|
|
|
force *= 1.-D;
|
|
// damping relatif a un point fix
|
|
// ATTENTION, c'est le seul damping du system!
|
|
|
|
|
|
// 4 liens direct (gauche / droite et haut / bas)
|
|
// on ajoute une force ssi la taille est > 0
|
|
// on limite aussi ds l'espace pour ne prendre en compte que le lien valide (effet de bord)
|
|
|
|
dist = pos.xyz - posG.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x > 1.) )
|
|
{ force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - posD.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x < 91.) )
|
|
{ force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - posH.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.y < 63.) )
|
|
{ force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - posB.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.y > 1.) )
|
|
{ force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); }
|
|
|
|
// 4 liens diagonaux (haut gauche, bas droite, etc)
|
|
dist = pos.xyz - posHD.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x < 91.) && (coord.y > 1.) )
|
|
{ force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - posBG.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x > 1.) && (coord.y < 63.) )
|
|
{ force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - posHG.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x < 91.) && (coord.y < 63.) )
|
|
{ force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - posBD.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x > 1.) && (coord.y > 1.) )
|
|
{ force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); }
|
|
|
|
// 4 liens double longeur (rigidité de flexion)
|
|
dist = pos.xyz - pos2G.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x > 2.) )
|
|
{ force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - pos2D.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.x < 90.) )
|
|
{ force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - pos2H.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.y < 62.) )
|
|
{ force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); }
|
|
|
|
dist = pos.xyz - pos2B.xyz ;
|
|
taille = length(dist) ;
|
|
if ( (taille > 0.) && (coord.y > 2.) )
|
|
{ force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); }
|
|
|
|
// autres forces
|
|
vec4 normal = texture2DRect(texture_normal, coord*64.) -vec4(0.5);
|
|
normal = normalize(normal);
|
|
// float force_wind = abs(dot(normalize(vec3(wind.xy,0.)),normal.xyz));
|
|
|
|
force.r += wind.x/100.;
|
|
force.g += gravite/100.;
|
|
force.b += wind.y/100.;
|
|
|
|
// ajout d'une force sinusoidal perpendiculaire a la direction du vent
|
|
float W_sin = cos(-t + f*0.01*gl_TexCoord[0].s);
|
|
W_sin *= 91.- gl_TexCoord[0].s;
|
|
W_sin /= 91.;
|
|
W_sin *= 91.- gl_TexCoord[0].s;
|
|
W_sin /= 91.;
|
|
|
|
W_sin *= gl_TexCoord[0].t + 50.;
|
|
W_sin /= 63.;
|
|
W_sin *= gl_TexCoord[0].t + 50.;
|
|
W_sin /= 63.;
|
|
|
|
force.x += W*(-wind.y*W_sin);
|
|
force.z += W*( wind.x*W_sin);
|
|
|
|
// ajout d'un pseuo buit
|
|
float W_noiseX = cos(t + 0.353 * coord.t + 0.0234434* coord.s + 345.2342);
|
|
W_noiseX = cos(123456.35345 * W_noiseX + 234.23);
|
|
float W_noiseY = cos(-2.2 * t + 6235.457456 * W_noiseX + 567.456);
|
|
float W_noiseZ = cos(5.*t + 8976457.457 * W_noiseX + 3464.54);
|
|
W_noiseX = cos(323344.64345 * W_noiseX + 567.45);
|
|
|
|
force.x += 0.00001 * N * W_noiseX;
|
|
force.y += 0.00001 * N * W_noiseY;
|
|
force.z += 0.00001 * N * W_noiseZ;
|
|
|
|
|
|
// preparation de la sortie
|
|
force = min(max(force,vec4(-0.5)),vec4(0.5));
|
|
// min et max pour virer les +inf
|
|
force += vec4(0.5,0.5,0.5,1.);
|
|
// ajout de l'ofset pour etre entre 0 et 1
|
|
force.a = 1.;
|
|
// on vire la 4eme composante au cas ou.
|
|
}
|
|
gl_FragColor = mix(force,vec4(0.5,0.5,0.5,1.),init);
|
|
}
|