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WvN.DelphiShader.FX.Gears.pas
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WvN.DelphiShader.FX.Gears.pas
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unit WvN.DelphiShader.FX.Gears;
interface
uses GR32, Types, WvN.DelphiShader.Shader;
type
TGear = record
pos: vec2;
tn, ts, r, ang: float;
constructor Create(aPos: vec2; aTn, aTs, aR, aAng: float);
end;
type
TGears = class(TShader)
const
vec2_1: vec2 = (x: -0.4; y: 0.0);
vec2_2: vec2 = (x: -0.4; y: 0.34);
vec2_3: vec2 = (x: -0.4; y: -0.34);
vec2_4: vec2 = (x: -0.06; y: 0.0);
vec2_5: vec2 = (x: 0.12; y: 0.0);
vec2_6: vec2 = (x: 0.595; y: 0.0);
vec3_1: vec3 = (x: 0.8; y: 0.0; z: 0.0);
vec3_2: vec3 = (x: 1.0; y: 1.0; z: 0.0);
vec3_3: vec3 = (x: 1.0; y: 0.0; z: 1.0);
vec3_4: vec3 = (x: 0.0; y: 0.0; z: 1.0);
vec3_5: vec3 = (x: 1.0; y: 1.0; z: 1.0);
vec3_6: vec3 = (x: 0.0; y: 1.0; z: 1.0);
var
drive: TGear;
f, g: Array [1 .. 5] of TGear;
procedure gearAngle(const p: TGear; var c: TGear);
function cnorm(const v: vec2): vec2;
function inGear(const g: TGear; p: vec2): float;
function Main(var gl_FragCoord: vec2): TColor32;
var
res : vec2;
pi : float;
pos : vec2;
tn, ts, r, ang: float;
constructor Create; override;
procedure PrepareFrame;
end;
var
Gears: TShader;
implementation
uses SysUtils, Math;
{ Gear }
constructor TGear.Create(aPos: vec2; aTn, aTs, aR, aAng: float);
begin
pos := aPos;
tn := aTn;
ts := aTs;
r := aR;
ang := aAng;
end;
{ Gears }
constructor TGears.Create;
begin
inherited;
FrameProc := PrepareFrame;
PixelProc := Main;
pi := arctan(1) * 4;
end;
procedure TGears.PrepareFrame;
begin
drive := TGear.Create(vec2_1, 16, 0.03, 0.20, time);
f[1] := TGear.Create(vec2_2, 8, 0.025, 0.10, 0); gearAngle(drive, f[1]);
f[2] := TGear.Create(vec2_3, 8, 0.025, 0.10, 0); gearAngle(drive, f[2]);
f[3] := TGear.Create(vec2_4, 8, 0.025, 0.10, 0); gearAngle(drive, f[3]);
f[4] := TGear.Create(vec2_5, 4, 0.025, 0.04, 0); gearAngle( f[3], f[4]);
f[5] := TGear.Create(vec2_6, 32, 0.025, 0.40, 0); gearAngle( f[4], f[5]);
drive := TGear.Create(vec2_1, 16, 0.03, 0.20, time);
Move(f, g, SizeOf(f));
gearAngle(drive, g[1]);
gearAngle(drive, g[2]);
gearAngle(drive, g[3]);
gearAngle( g[3], g[4]);
gearAngle( g[4], g[5]);
res := vec2.Create(resolution.x / resolution.y, 1) / 2;
end;
procedure TGears.gearAngle(const p: TGear; var c: TGear);
var
ratio: float;
off : float;
begin
ratio := p.tn / c.tn;
off := pi / c.tn;
c.ang := -p.ang * ratio + off;
end;
function TGears.cnorm(const v: vec2): vec2;
begin
Result := v / max(System.abs(v.x), System.abs(v.y));
end;
function TGears.inGear(const g: TGear; p: vec2): float;
var
an: float;
ra: float;
csx:float;
// mcs:float;
angtn:Float;
begin
p := p - (g.pos);
an := atan(p.x, p.y) + g.ang;
ra := length(p);
{
cs.x := System.cos(an * g.tn);
cs.y := System.sin(an * g.tn);
cs := cnorm(cs);
}
angtn := an * g.tn;
csx := System.cos(angtn);
{
csy := System.sin(angtn);
mcs := Math.Max(System.abs(csx),System.abs(csy));
csx := csx / mcs;
}
Result :=
smoothstep(
0.018,
0.02,
length(p)
)
*
smoothstep(
g.r + 0.005,
g.r,
ra - (csx * 0.5 + 0.5) * g.ts
);
end;
function TGears.Main;
var
p: vec2;
f: float;
begin
p := (gl_FragCoord.xy / resolution.y) - res;
f := inGear(drive,p); if f>0 then Exit(TColor32(f * vec3_1));
f := inGear(g[1], p); if f>0 then Exit(TColor32(f * vec3_2));
f := inGear(g[2], p); if f>0 then Exit(TColor32(f * vec3_3));
f := inGear(g[3], p); if f>0 then Exit(TColor32(f * vec3_4));
f := inGear(g[4], p); if f>0 then Exit(TColor32(f * vec3_5));
f := inGear(g[5], p); if f>0 then Exit(TColor32(f * vec3_6));
exit(0);
end;
initialization
Gears := TGears.Create;
Shaders.Add('Gears', Gears);
finalization
FreeandNil(Gears);
end.