From 5c694f159b012d1d94bf15bfe580dec52e4fe797 Mon Sep 17 00:00:00 2001 From: Travis CI Date: Sat, 14 Mar 2015 20:40:49 +0000 Subject: Gem osx/x86_64 built '' for osx/x86_64 --- Gem/examples/10.glsl/link.frag | 164 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 164 insertions(+) create mode 100644 Gem/examples/10.glsl/link.frag (limited to 'Gem/examples/10.glsl/link.frag') diff --git a/Gem/examples/10.glsl/link.frag b/Gem/examples/10.glsl/link.frag new file mode 100644 index 0000000..053cd5e --- /dev/null +++ b/Gem/examples/10.glsl/link.frag @@ -0,0 +1,164 @@ +// 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); +} -- cgit v1.2.1