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RippleModel.m
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RippleModel.m
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/*
File: RippleModel.m
Abstract: Ripple model class that simulates the ripple effect.
Version: 1.0
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple
Inc. ("Apple") in consideration of your agreement to the following
terms, and your use, installation, modification or redistribution of
this Apple software constitutes acceptance of these terms. If you do
not agree with these terms, please do not use, install, modify or
redistribute this Apple software.
In consideration of your agreement to abide by the following terms, and
subject to these terms, Apple grants you a personal, non-exclusive
license, under Apple's copyrights in this original Apple software (the
"Apple Software"), to use, reproduce, modify and redistribute the Apple
Software, with or without modifications, in source and/or binary forms;
provided that if you redistribute the Apple Software in its entirety and
without modifications, you must retain this notice and the following
text and disclaimers in all such redistributions of the Apple Software.
Neither the name, trademarks, service marks or logos of Apple Inc. may
be used to endorse or promote products derived from the Apple Software
without specific prior written permission from Apple. Except as
expressly stated in this notice, no other rights or licenses, express or
implied, are granted by Apple herein, including but not limited to any
patent rights that may be infringed by your derivative works or by other
works in which the Apple Software may be incorporated.
The Apple Software is provided by Apple on an "AS IS" basis. APPLE
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND
OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL
OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION,
MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED
AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE),
STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
Copyright (C) 2013 Apple Inc. All Rights Reserved.
*/
#import "RippleModel.h"
@interface RippleModel () {
unsigned int screenWidth;
unsigned int screenHeight;
unsigned int poolWidth;
unsigned int poolHeight;
unsigned int touchRadius;
unsigned int meshFactor;
float texCoordFactorS;
float texCoordOffsetS;
float texCoordFactorT;
float texCoordOffsetT;
// ripple coefficients
float *rippleCoeff;
// ripple simulation buffers
float *rippleSource;
float *rippleDest;
// data passed to GL
GLfloat *rippleVertices;
GLfloat *rippleTexCoords;
GLushort *rippleIndicies;
}
@end
@implementation RippleModel
- (void)initRippleMap
{
// +2 for padding the border
memset(rippleSource, 0, (poolWidth+2)*(poolHeight+2)*sizeof(float));
memset(rippleDest, 0, (poolWidth+2)*(poolHeight+2)*sizeof(float));
}
- (void)initRippleCoeff
{
for (int y=0; y<=2*touchRadius; y++)
{
for (int x=0; x<=2*touchRadius; x++)
{
float distance = sqrt((x-touchRadius)*(x-touchRadius)+(y-touchRadius)*(y-touchRadius));
if (distance <= touchRadius)
{
float factor = (distance/touchRadius);
// goes from -512 -> 0
rippleCoeff[y*(touchRadius*2+1)+x] = -(cos(factor*M_PI)+1.f) * 256.f;
}
else
{
rippleCoeff[y*(touchRadius*2+1)+x] = 0.f;
}
}
}
}
- (void)initMesh
{
for (int i=0; i<poolHeight; i++)
{
for (int j=0; j<poolWidth; j++)
{
rippleVertices[(i*poolWidth+j)*2+0] = -1.f + j*(2.f/(poolWidth-1));
rippleVertices[(i*poolWidth+j)*2+1] = 1.f - i*(2.f/(poolHeight-1));
rippleTexCoords[(i*poolWidth+j)*2+0] = (float)i/(poolHeight-1) * texCoordFactorS + texCoordOffsetS;
rippleTexCoords[(i*poolWidth+j)*2+1] = (1.f - (float)j/(poolWidth-1)) * texCoordFactorT + texCoordFactorT;
}
}
unsigned int index = 0;
for (int i=0; i<poolHeight-1; i++)
{
for (int j=0; j<poolWidth; j++)
{
if (i%2 == 0)
{
// emit extra index to create degenerate triangle
if (j == 0)
{
rippleIndicies[index] = i*poolWidth+j;
index++;
}
rippleIndicies[index] = i*poolWidth+j;
index++;
rippleIndicies[index] = (i+1)*poolWidth+j;
index++;
// emit extra index to create degenerate triangle
if (j == (poolWidth-1))
{
rippleIndicies[index] = (i+1)*poolWidth+j;
index++;
}
}
else
{
// emit extra index to create degenerate triangle
if (j == 0)
{
rippleIndicies[index] = (i+1)*poolWidth+j;
index++;
}
rippleIndicies[index] = (i+1)*poolWidth+j;
index++;
rippleIndicies[index] = i*poolWidth+j;
index++;
// emit extra index to create degenerate triangle
if (j == (poolWidth-1))
{
rippleIndicies[index] = i*poolWidth+j;
index++;
}
}
}
}
}
- (GLfloat *)getVertices
{
return rippleVertices;
}
- (GLfloat *)getTexCoords
{
return rippleTexCoords;
}
- (GLushort *)getIndices
{
return rippleIndicies;
}
- (unsigned int)getVertexSize
{
return poolWidth*poolHeight*2*sizeof(GLfloat);
}
- (unsigned int)getIndexSize
{
return (poolHeight-1)*(poolWidth*2+2)*sizeof(GLushort);
}
- (unsigned int)getIndexCount
{
return [self getIndexSize]/sizeof(*rippleIndicies);
}
- (void)freeBuffers
{
free(rippleCoeff);
free(rippleSource);
free(rippleDest);
free(rippleVertices);
free(rippleTexCoords);
free(rippleIndicies);
}
- (id)initWithScreenWidth:(unsigned int)width
screenHeight:(unsigned int)height
meshFactor:(unsigned int)factor
touchRadius:(unsigned int)radius
textureWidth:(unsigned int)texWidth
textureHeight:(unsigned int)texHeight
{
self = [super init];
if (self)
{
screenWidth = width;
screenHeight = height;
meshFactor = factor;
poolWidth = width/meshFactor;
poolHeight = height/meshFactor;
touchRadius = radius;
if ((float)screenHeight/screenWidth < (float)texWidth/texHeight)
{
texCoordFactorS = (float)(texHeight*screenHeight)/(screenWidth*texWidth);
texCoordOffsetS = (1.f - texCoordFactorS)/2.f;
texCoordFactorT = 1.f;
texCoordOffsetT = 0.f;
}
else
{
texCoordFactorS = 1.f;
texCoordOffsetS = 0.f;
texCoordFactorT = (float)(screenWidth*texWidth)/(texHeight*screenHeight);
texCoordOffsetT = (1.f - texCoordFactorT)/2.f;
}
rippleCoeff = (float *)malloc((touchRadius*2+1)*(touchRadius*2+1)*sizeof(float));
// +2 for padding the border
rippleSource = (float *)malloc((poolWidth+2)*(poolHeight+2)*sizeof(float));
rippleDest = (float *)malloc((poolWidth+2)*(poolHeight+2)*sizeof(float));
rippleVertices = (GLfloat *)malloc(poolWidth*poolHeight*2*sizeof(GLfloat));
rippleTexCoords = (GLfloat *)malloc(poolWidth*poolHeight*2*sizeof(GLfloat));
rippleIndicies = (GLushort *)malloc((poolHeight-1)*(poolWidth*2+2)*sizeof(GLushort));
if (!rippleCoeff || !rippleSource || !rippleDest ||
!rippleVertices || !rippleTexCoords || !rippleIndicies)
{
[self freeBuffers];
return nil;
}
[self initRippleMap];
[self initRippleCoeff];
[self initMesh];
}
return self;
}
- (void)runSimulation
{
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
// first pass for simulation buffers...
dispatch_apply(poolHeight, queue, ^(size_t y) {
for (int x=0; x<poolWidth; x++)
{
// * - denotes current pixel
//
// a
// c * d
// b
// +1 to both x/y values because the border is padded
float a = rippleSource[(y)*(poolWidth+2) + x+1];
float b = rippleSource[(y+2)*(poolWidth+2) + x+1];
float c = rippleSource[(y+1)*(poolWidth+2) + x];
float d = rippleSource[(y+1)*(poolWidth+2) + x+2];
float result = (a + b + c + d)/2.f - rippleDest[(y+1)*(poolWidth+2) + x+1];
result -= result/32.f;
rippleDest[(y+1)*(poolWidth+2) + x+1] = result;
}
});
// second pass for modifying texture coord
dispatch_apply(poolHeight, queue, ^(size_t y) {
for (int x=0; x<poolWidth; x++)
{
// * - denotes current pixel
//
// a
// c * d
// b
// +1 to both x/y values because the border is padded
float a = rippleDest[(y)*(poolWidth+2) + x+1];
float b = rippleDest[(y+2)*(poolWidth+2) + x+1];
float c = rippleDest[(y+1)*(poolWidth+2) + x];
float d = rippleDest[(y+1)*(poolWidth+2) + x+2];
float s_offset = ((b - a) / 2048.f);
float t_offset = ((c - d) / 2048.f);
// clamp
s_offset = (s_offset < -0.5f) ? -0.5f : s_offset;
t_offset = (t_offset < -0.5f) ? -0.5f : t_offset;
s_offset = (s_offset > 0.5f) ? 0.5f : s_offset;
t_offset = (t_offset > 0.5f) ? 0.5f : t_offset;
float s_tc = (float)y/(poolHeight-1) * texCoordFactorS + texCoordOffsetS;
float t_tc = (1.f - (float)x/(poolWidth-1)) * texCoordFactorT + texCoordOffsetT;
rippleTexCoords[(y*poolWidth+x)*2+0] = s_tc + s_offset;
rippleTexCoords[(y*poolWidth+x)*2+1] = t_tc + t_offset;
}
});
float *pTmp = rippleDest;
rippleDest = rippleSource;
rippleSource = pTmp;
}
- (void)initiateRippleAtLocation:(CGPoint)location
{
unsigned int xIndex = (unsigned int)((location.x / screenWidth) * poolWidth);
unsigned int yIndex = (unsigned int)((location.y / screenHeight) * poolHeight);
for (int y=(int)yIndex-(int)touchRadius; y<=(int)yIndex+(int)touchRadius; y++)
{
for (int x=(int)xIndex-(int)touchRadius; x<=(int)xIndex+(int)touchRadius; x++)
{
if (x>=0 && x<poolWidth &&
y>=0 && y<poolHeight)
{
// +1 to both x/y values because the border is padded
rippleSource[(poolWidth+2)*(y+1)+x+1] += rippleCoeff[(y-(yIndex-touchRadius))*(touchRadius*2+1)+x-(xIndex-touchRadius)];
}
}
}
}
- (void)dealloc
{
[self freeBuffers];
}
@end