/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ // Copyright (c) 2004-2005 Lutz Latta // // Permission is hereby granted, free of charge, to any person obtaining // a copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. // Velocity change operations. //#include "velocityOps.cg" // Uniform parameters influencing velocity. uniform float3 _SphereCenter; uniform samplerRECT _TerrainTexture : register(s2); uniform samplerRECT _FlowFieldTexture : register(s3); uniform float3 _LocalAttractorPosition[4]; float3 advanceVelocity(float3 _Velocity, float3 _Position, float _TimeStep) { float3 gravity = float3(0, -.01, 0); float3 acceleration = gravity; //acceleration += // localAttractor(_Position, // getClosestPointOnLine(_LocalAttractorPosition[0], // _LocalAttractorPosition[1], _Position), 0.05, 0.2); //acceleration += localAttractor(_Position, _LocalAttractorPosition[0], 0.02, 0.4); //acceleration += localAttractor(_Position, _LocalAttractorPosition[1], 0.02, 0.02); //acceleration += localRepulsor(_Position, _LocalAttractorPosition[2], 0.02, 0.1); //acceleration += localRepulsor(_Position, _LocalAttractorPosition[3], 0.02, 0.1); //acceleration += flowFieldVector(_Position, _FlowFieldTexture, float2(512, 512), // float3(4, 4, 4), float3(256, 0, 256), 0.01); float3 velocity = _Velocity + _TimeStep * acceleration; //velocity = lerp(velocity, flowFieldVector(_Position, _FlowFieldTexture, float2(512, 512), // float3(4, 4, 4), float3(256, 0, 256), 1), 0.2); //velocity = length(velocity) * normalize(flowFieldVector(_Position, _FlowFieldTexture, float2(512, 512), // float3(4, 4, 4), float3(256, 0, 256), 1)); //spiral(velocity, _TimeStep, normalize(_LocalAttractorPosition[0] - _LocalAttractorPosition[1]), .3); //dampen(velocity, 1.1); //undampen(velocity, 1.01); floorConstraint(velocity, _Position, 0, 0.4, 0.1, 0.01); sphereConstraint(velocity, _Position, _SphereCenter, 1, 0.3, 0.7, 0.01); //terrainConstraint(velocity, _Position, _TerrainTexture, float2(128, 128), // float3(4, 4, 4), float3(64, 0, 64), 0.02, 0.7, 0.01); return velocity; } float4 main(float2 _TexCoord : TEXCOORD0, uniform samplerRECT _VelocityTexture : register(s0), uniform samplerRECT _PositionTexture : register(s1), uniform float _TimeStep) : COLOR { float3 velocity = (float3)texRECT(_VelocityTexture, _TexCoord); float3 position = (float3)texRECT(_PositionTexture, _TexCoord); return float4(advanceVelocity(velocity, position, _TimeStep), 0); } float4 mainInitialization(float3 _VelocityInit : TEXCOORD0, float3 _PositionInit : TEXCOORD1, float _TimeStep : TEXCOORD2) : COLOR { return float4(advanceVelocity(_VelocityInit, _PositionInit, _TimeStep), 0); }