I want to make hexagon shape image like as below image but didn't find any perticular way to make it customized.
Here is the image:
Suggest any library to make it possible in react-native.
So I thought that the usage of a hexagon path was so common that finding an existing one online would be a simple task, but searches proved to be fruitless so I decided to make a function that would make a regular hexagon Skia Path. I found a really cool quora answer on how to get the points any size hexagon(regular hexagon), and then I just connect the points:
import {Skia} from "#shopify/react-native-skia";
function makeHexagonPath(size, offset) {
const path = Skia.Path.Make();
let [xOffset, yOffset] = offset || [0, 0];
if (!size) size = 10;
// https://www.quora.com/How-can-you-find-the-coordinates-in-a-hexagon
const halfed = size / 2;
const sqrt = (Math.sqrt(3) * size) / 2;
const points = [
[size, 0], //a
[halfed, sqrt], //b
[-halfed, sqrt], //c
[-size, 0], //d
[-halfed, -sqrt], //e
[halfed, -sqrt], //f
].map(([x, y]) => [x + xOffset, y + yOffset]);
console.log(points);
path.moveTo(...points[0]);
points.forEach((point) => path.lineTo(...point));
path.close();
return path;
}
With the makeHexagonPath function you draw a clipping of any size and use the offset parameter to move the hexagon to desired location:
const imageSize = 200
export default function ClipImage({imageSrc}) {
const image = useImage(imageSrc);
const hexagonSize = imageSize / 2;
const path = makeHexagonPath(hexagonSize, [hexagonSize, hexagonSize]);
if (!image) return null;
return (
<Group clip={path}>
/*<Path path={path} color="lightblue" />*/
<Image
image={image}
fit="cover"
x={0}
y={0}
width={imageSize}
height={imageSize}
/>
</Group>
);
}
I would post an expo snack demoing it but react-native-skia wasnt working for me on expo but in the default react-native environment it worked like a charm
I am attempting to calculate some statistics for pixel values using openlayers 6.3.1 & I am having an issue iterating over all pixels. I have read the docs for the pixels array that gets passed to the operation callback and it states:
For pixel type operations, the function will be called with an array
of * pixels, where each pixel is an array of four numbers ([r, g, b, a]) in the * range of 0 - 255. It should return a single pixel
array.
I have taken this to mean that the array passed contains all the pixels but everything I do seems to prove that I only get the current pixel to work on.
if(this.rasterSource == null) {
this.rasterSource = new Raster({
sources: [this.imageLayer],
operation: function (pixels, data) {
data['originalPixels'] = pixels;
if(!isSetUp) {
// originalPixels = pixels as number[][];
// const originalPixels = Array.from(pixels as number[][]);
// let originals = generateOriginalHistograms(pixels as number[][]);
isSetUp = true;
}
// console.log(pixels[0]);
let pixel = pixels[0];
pixel[data['channel']] = data['value'];
return pixel;
},
lib: {
isSetUp: isSetUp,
numBins: numBins,
// originalPixels: originalPixels,
// originalRed: originalRed,
// originalGreen: originalGreen,
// originalBlue: originalBlue,
generateOriginalHistograms: generateOriginalHistograms,
}
});
this.rasterSource.on('beforeoperations', function(event) {
event.data.channel = 0;
event.data.value = 255;
});
this.rasterSource.on('afteroperations', function(event) {
console.debug("After Operations");
});
I have realised that I cannot pass arrays through the lib object so I have had to stop attempting that. These are the declarations I am currently using:
const numBins = 256;
var isSetUp: boolean = false;
function generateOriginalHistograms(pixels: number[][]) {
let originalRed = new Array(numBins).fill(0);
let originalGreen = new Array(numBins).fill(0);
let originalBlue = new Array(numBins).fill(0);
for(let i = 0; i < numBins; ++i) {
originalRed[Math.floor(pixels[i][0])]++
originalGreen[Math.floor(pixels[i][1])]++;
originalBlue[Math.floor(pixels[i][2])]++;
}
return {red: originalRed, blue: originalBlue, green: originalGreen};
}
& they are declared outside of the current angular component that I am writing this in. I did have another question on this but I have since realised that I was way off in what I could and couldn't use here;
This now runs and, as it is currently commented will tint the image red. But the value of data['originalPixels'] = pixels; only ever produces one pixel. Can anyone tell me why this is & what I need to do to access the whole pixel array. I have tried to slice & spread the array to no avail. If I uncomment the line // let originals = generateOriginalHistograms(pixels as number[][]); I get an error
Uncaught TypeError: Cannot read properties of undefined (reading '0')
generateOriginalHistograms # blob:http://localhos…a7fa-b5a410582c06:6
(anonymous) # blob:http://localhos…7fa-b5a410582c06:76
(anonymous) # blob:http://localhos…7fa-b5a410582c06:62
(anonymous) # blob:http://localhos…7fa-b5a410582c06:83
& if I uncomment the line // console.log(pixels[0]); I get all the pixel values streaming in the console but quite slowly.
The answer appears to be change the operationType to 'image' and work with the ImageData object.
this.rasterSource = new Raster({
sources: [this.imageLayer],
operationType: "image",
operation: function (pixels, data) {
let imageData = pixels[0] as ImageData;
...
I now have no issues calculating the stats I need.
I am using Assimp to load an FBX model with animation (created in Blender) into my DirectX 12 game, but I'm experiencing a very frustrating bug with the animation rendered by the game application.
The test model is a simple 'flagpole' containing four bones like so:
Bone0 -> Bone1 -> Bone2 -> Bone3
The model renders correctly in its rest pose when the keyframe animation is bypassed.
The model also renders and animates properly when the animation rotates the model only by the root bone (Bone0).
However, when importing a model that rotates at the first joint (i.e. at Bone1), the vertices clustered around each joint seem 'stuck' in their original positions, while the vertices surrounding the 'bones' proper appear to follow through with the correct animation.
The result is a crappy zigzag of stretched geometry like so:
Instead the model should resemble an 'allen-key' shape at the end of its animation pose, as shown by the same model rendered in the AssimpViewer utility tool:
Since the model is rendering correctly in AssimpViewer, it's reasonable to assume there are no issues with the FBX file exported by Blender. I then checked and confirmed that the vertices 'stuck' around the joints did indeed have their vertex weights correctly assigned by the game loading code.
The C++ model loading and animation code is based on the popular OGLDev tutorial: https://ogldev.org/www/tutorial38/tutorial38.html
Now the infuriating thing is, since the AssimpViewer tool was correctly rendering the model animation, I also copied in the SceneAnimator and AnimEvaluator classes from that tool to generate the final bone transforms via that code branch as well... only to end up with exactly the same zigzag bug in the game!
I'm reasonably confident there aren't any issues with finding the bone hierarchy structure at initialization, so here are the key functions that traverse the hierarchy and interpolate key frames each frame.
VOID Mesh::ReadNodeHeirarchy(FLOAT animationTime, CONST aiNode* pNode, CONST aiAnimation* pAnim, CONST aiMatrix4x4 parentTransform)
{
std::string nodeName(pNode->mName.data);
// nodeTransform is a relative transform to parent node space
aiMatrix4x4 nodeTransform = pNode->mTransformation;
CONST aiNodeAnim* pNodeAnim = FindNodeAnim(pAnim, nodeName);
if (pNodeAnim)
{
// Interpolate scaling and generate scaling transformation matrix
aiVector3D scaling(1.f, 1.f, 1.f);
CalcInterpolatedScaling(scaling, animationTime, pNodeAnim);
// Interpolate rotation and generate rotation transformation matrix
aiQuaternion rotationQ (1.f, 0.f, 0.f, 0.f);
CalcInterpolatedRotation(rotationQ, animationTime, pNodeAnim);
// Interpolate translation and generate translation transformation matrix
aiVector3D translat(0.f, 0.f, 0.f);
CalcInterpolatedPosition(translat, animationTime, pNodeAnim);
// build the SRT transform matrix
nodeTransform = aiMatrix4x4(rotationQ.GetMatrix());
nodeTransform.a1 *= scaling.x; nodeTransform.b1 *= scaling.x; nodeTransform.c1 *= scaling.x;
nodeTransform.a2 *= scaling.y; nodeTransform.b2 *= scaling.y; nodeTransform.c2 *= scaling.y;
nodeTransform.a3 *= scaling.z; nodeTransform.b3 *= scaling.z; nodeTransform.c3 *= scaling.z;
nodeTransform.a4 = translat.x; nodeTransform.b4 = translat.y; nodeTransform.c4 = translat.z;
}
aiMatrix4x4 globalTransform = parentTransform * nodeTransform;
if (m_boneMapping.find(nodeName) != m_boneMapping.end())
{
UINT boneIndex = m_boneMapping[nodeName];
// the global inverse transform returns us to mesh space!!!
m_boneInfo[boneIndex].FinalTransform = m_globalInverseTransform * globalTransform * m_boneInfo[boneIndex].BoneOffset;
//m_boneInfo[boneIndex].FinalTransform = m_boneInfo[boneIndex].BoneOffset * globalTransform * m_globalInverseTransform;
m_shaderTransforms[boneIndex] = aiMatrixToSimpleMatrix(m_boneInfo[boneIndex].FinalTransform);
}
for (UINT i = 0u; i < pNode->mNumChildren; i++)
{
ReadNodeHeirarchy(animationTime, pNode->mChildren[i], pAnim, globalTransform);
}
}
VOID Mesh::CalcInterpolatedRotation(aiQuaternion& out, FLOAT animationTime, CONST aiNodeAnim* pNodeAnim)
{
UINT rotationKeys = pNodeAnim->mNumRotationKeys;
// we need at least two values to interpolate...
if (rotationKeys == 1u)
{
CONST aiQuaternion& key = pNodeAnim->mRotationKeys[0u].mValue;
out = key;
return;
}
UINT rotationIndex = FindRotation(animationTime, pNodeAnim);
UINT nextRotationIndex = (rotationIndex + 1u) % rotationKeys;
assert(nextRotationIndex < rotationKeys);
CONST aiQuatKey& key = pNodeAnim->mRotationKeys[rotationIndex];
CONST aiQuatKey& nextKey = pNodeAnim->mRotationKeys[nextRotationIndex];
FLOAT deltaTime = FLOAT(nextKey.mTime) - FLOAT(key.mTime);
FLOAT factor = (animationTime - FLOAT(key.mTime)) / deltaTime;
assert(factor >= 0.f && factor <= 1.f);
aiQuaternion::Interpolate(out, key.mValue, nextKey.mValue, factor);
}
I've just included the rotation interpolation here, since the scaling and translation functions are identical. For those unaware, Assimp's aiMatrix4x4 type follows a column-vector math convention, so I haven't messed with original matrix multiplication order.
About the only deviation between my code and the two Assimp-based code branches I've adopted is the requirement to convert the final transforms from aiMatrix4x4 types into a DirectXTK SimpleMath Matrix (really an XMMATRIX) with this conversion function:
Matrix Mesh::aiMatrixToSimpleMatrix(CONST aiMatrix4x4 m)
{
return Matrix
(m.a1, m.a2, m.a3, m.a4,
m.b1, m.b2, m.b3, m.b4,
m.c1, m.c2, m.c3, m.c4,
m.d1, m.d2, m.d3, m.d4);
}
Because of the column-vector orientation of aiMatrix4x4 Assimp matrices, the final bone transforms are not transposed for HLSL consumption. The array of final bone transforms are passed to the skinning vertex shader constant buffer as follows.
commandList->SetPipelineState(m_psoForwardSkinned.Get()); // set PSO
// Update vertex shader with current bone transforms
CONST std::vector<Matrix> transforms = m_assimpModel.GetShaderTransforms();
VSBonePassConstants vsBoneConstants{};
for (UINT i = 0; i < m_assimpModel.GetNumBones(); i++)
{
// We do not transpose bone matrices for HLSL because the original
// Assimp matrices are column-vector matrices.
vsBoneConstants.boneTransforms[i] = transforms[i];
//vsBoneConstants.boneTransforms[i] = transforms[i].Transpose();
//vsBoneConstants.boneTransforms[i] = Matrix::Identity;
}
GraphicsResource vsBoneCB = m_graphicsMemory->AllocateConstant(vsBoneConstants);
vsPerObjects.gWorld = m_assimp_world.Transpose(); // vertex shader per object constant
vsPerObjectCB = m_graphicsMemory->AllocateConstant(vsPerObjects);
commandList->SetGraphicsRootConstantBufferView(RootParameterIndex::VSBoneConstantBuffer, vsBoneCB.GpuAddress());
commandList->SetGraphicsRootConstantBufferView(RootParameterIndex::VSPerObjConstBuffer, vsPerObjectCB.GpuAddress());
//commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::ObjectSRV, m_shaderTextureHeap->GetGpuHandle(ShaderTexDescriptors::SuzanneDiffuse));
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::ObjectSRV, m_shaderTextureHeap->GetGpuHandle(ShaderTexDescriptors::DefaultDiffuse));
for (UINT i = 0; i < m_assimpModel.GetMeshSize(); i++)
{
commandList->IASetVertexBuffers(0u, 1u, &m_assimpModel.meshEntries[i].GetVertexBufferView());
commandList->IASetIndexBuffer(&m_assimpModel.meshEntries[i].GetIndexBufferView());
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
commandList->DrawIndexedInstanced(m_assimpModel.meshEntries[i].GetIndexCount(), 1u, 0u, 0u, 0u);
}
Please note I am using the Graphics Resource memory management helper object found in the DirectXTK12 library in the code above. Finally, here's the skinning vertex shader I'm using.
// Luna (2016) lighting model adapted from Moller
#define MAX_BONES 4
// vertex shader constant data that varies per object
cbuffer cbVSPerObject : register(b3)
{
float4x4 gWorld;
//float4x4 gTexTransform;
}
// vertex shader constant data that varies per frame
cbuffer cbVSPerFrame : register(b5)
{
float4x4 gViewProj;
float4x4 gShadowTransform;
}
// bone matrix constant data that varies per object
cbuffer cbVSBonesPerObject : register(b9)
{
float4x4 gBoneTransforms[MAX_BONES];
}
struct VertexIn
{
float3 posL : SV_POSITION;
float3 normalL : NORMAL;
float2 texCoord : TEXCOORD0;
float3 tangentU : TANGENT;
float4 boneWeights : BONEWEIGHT;
uint4 boneIndices : BONEINDEX;
};
struct VertexOut
{
float4 posH : SV_POSITION;
//float3 posW : POSITION;
float4 shadowPosH : POSITION0;
float3 posW : POSITION1;
float3 normalW : NORMAL;
float2 texCoord : TEXCOORD0;
float3 tangentW : TANGENT;
};
VertexOut VS_main(VertexIn vin)
{
VertexOut vout = (VertexOut)0.f;
// Perform vertex skinning.
// Ignore BoneWeights.w and instead calculate the last weight value
// to ensure all bone weights sum to unity.
float4 weights = vin.boneWeights;
//weights.w = 1.f - dot(weights.xyz, float3(1.f, 1.f, 1.f));
//float4 weights = { 0.f, 0.f, 0.f, 0.f };
//weights.x = vin.boneWeights.x;
//weights.y = vin.boneWeights.y;
//weights.z = vin.boneWeights.z;
weights.w = 1.f - (weights.x + weights.y + weights.z);
float4 localPos = float4(vin.posL, 1.f);
float3 localNrm = vin.normalL;
float3 localTan = vin.tangentU;
float3 objPos = mul(localPos, (float4x3)gBoneTransforms[vin.boneIndices.x]).xyz * weights.x;
objPos += mul(localPos, (float4x3)gBoneTransforms[vin.boneIndices.y]).xyz * weights.y;
objPos += mul(localPos, (float4x3)gBoneTransforms[vin.boneIndices.z]).xyz * weights.z;
objPos += mul(localPos, (float4x3)gBoneTransforms[vin.boneIndices.w]).xyz * weights.w;
float3 objNrm = mul(localNrm, (float3x3)gBoneTransforms[vin.boneIndices.x]) * weights.x;
objNrm += mul(localNrm, (float3x3)gBoneTransforms[vin.boneIndices.y]) * weights.y;
objNrm += mul(localNrm, (float3x3)gBoneTransforms[vin.boneIndices.z]) * weights.z;
objNrm += mul(localNrm, (float3x3)gBoneTransforms[vin.boneIndices.w]) * weights.w;
float3 objTan = mul(localTan, (float3x3)gBoneTransforms[vin.boneIndices.x]) * weights.x;
objTan += mul(localTan, (float3x3)gBoneTransforms[vin.boneIndices.y]) * weights.y;
objTan += mul(localTan, (float3x3)gBoneTransforms[vin.boneIndices.z]) * weights.z;
objTan += mul(localTan, (float3x3)gBoneTransforms[vin.boneIndices.w]) * weights.w;
vin.posL = objPos;
vin.normalL = objNrm;
vin.tangentU.xyz = objTan;
//vin.posL = posL;
//vin.normalL = normalL;
//vin.tangentU.xyz = tangentL;
// End vertex skinning
// transform to world space
float4 posW = mul(float4(vin.posL, 1.f), gWorld);
vout.posW = posW.xyz;
// assumes nonuniform scaling, otherwise needs inverse-transpose of world matrix
vout.normalW = mul(vin.normalL, (float3x3)gWorld);
vout.tangentW = mul(vin.tangentU, (float3x3)gWorld);
// transform to homogenous clip space
vout.posH = mul(posW, gViewProj);
// pass texcoords to pixel shader
vout.texCoord = vin.texCoord;
//float4 texC = mul(float4(vin.TexC, 0.0f, 1.0f), gTexTransform);
//vout.TexC = mul(texC, gMatTransform).xy;
// generate projective tex-coords to project shadow map onto scene
vout.shadowPosH = mul(posW, gShadowTransform);
return vout;
}
Some last tests I tried before posting:
I tested the code with a Collada (DAE) model exported from Blender, only to observe the same distorted zigzagging in the Win32 desktop application.
I also confirmed the aiScene object for the loaded model returns an identity matrix for the global root transform (also verified in AssimpViewer).
I have stared at this code for about a week and am going out of my mind! Really hoping someone can spot what I have missed. If you need more code or info, please ask!
This seems to be a bug with the published code in the tutorials / documentation. It would be great if you could open an issue-report here: Assimp-Projectpage on GitHub .
It's taken almost another two weeks of pain, but I finally found the bug. It was in my own code, and it was self-inflicted. Before I show the solution, I should explain the further troubleshooting I did to get there.
After losing faith with Assimp (even though the AssimpViewer tool was animating my model correctly), I turned to the FBX SDK. The FBX ViewScene command line utility tool that's available as part of the SDK was also showing and animating my model properly, so I had hope...
So after a few days reviewing the FBX SDK tutorials, and taking another week to write an FBX importer for my Windows desktop game, I loaded my model and... saw exactly the same zig-zag animation anomaly as the version loaded by Assimp!
This frustrating outcome meant I could at least eliminate Assimp and the FBX SDK as the source of the problem, and focus again on the vertex shader. The shader I'm using for vertex skinning was adopted from the 'Character Animation' chapter of Frank Luna's text. It was identical in every way, which led me to recheck the C++ vertex structure declared on the application side...
Here's the C++ vertex declaration for skinned vertices:
struct Vertex
{
// added constructors
Vertex() = default;
Vertex(FLOAT x, FLOAT y, FLOAT z,
FLOAT nx, FLOAT ny, FLOAT nz,
FLOAT u, FLOAT v,
FLOAT tx, FLOAT ty, FLOAT tz) :
Pos(x, y, z),
Normal(nx, ny, nz),
TexC(u, v),
Tangent(tx, ty, tz) {}
Vertex(DirectX::SimpleMath::Vector3 pos,
DirectX::SimpleMath::Vector3 normal,
DirectX::SimpleMath::Vector2 texC,
DirectX::SimpleMath::Vector3 tangent) :
Pos(pos), Normal(normal), TexC(texC), Tangent(tangent) {}
DirectX::SimpleMath::Vector3 Pos;
DirectX::SimpleMath::Vector3 Normal;
DirectX::SimpleMath::Vector2 TexC;
DirectX::SimpleMath::Vector3 Tangent;
FLOAT BoneWeights[4];
BYTE BoneIndices[4];
//UINT BoneIndices[4]; <--- YOU HAVE CAUSED ME A MONTH OF PAIN
};
Quite early on, being confused by Luna's use of BYTE to store the array of bone indices, I changed this structure element to UINT, figuring this still matched the input declaration shown here:
static CONST D3D12_INPUT_ELEMENT_DESC inputElementDescSkinned[] =
{
{ "SV_POSITION", 0u, DXGI_FORMAT_R32G32B32_FLOAT, 0u, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0u },
{ "NORMAL", 0u, DXGI_FORMAT_R32G32B32_FLOAT, 0u, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0u },
{ "TEXCOORD", 0u, DXGI_FORMAT_R32G32_FLOAT, 0u, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0u },
{ "TANGENT", 0u, DXGI_FORMAT_R32G32B32_FLOAT, 0u, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0u },
//{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "BONEWEIGHT", 0u, DXGI_FORMAT_R32G32B32A32_FLOAT, 0u, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0u },
{ "BONEINDEX", 0u, DXGI_FORMAT_R8G8B8A8_UINT, 0u, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0u },
};
Here was the bug. By declaring UINT in the vertex structure for bone indices, four bytes were being assigned to store each bone index. But in the vertex input declaration, the DXGI_FORMAT_R8G8B8A8_UINT format specified for the "BONEINDEX" was assigning one byte per index. I suspect this data type and format size mismatch was resulting in only one valid bone index being able to fit in the BONEINDEX element, and so only one index value was passed to the vertex shader each frame, instead of the whole array of four indices for correct bone transform lookups.
So now I've learned... the hard way... why Luna had declared an array of BYTE for bone indices in the original C++ vertex structure.
I hope this experience will be of value to someone else, and always be careful changing code from your original learning sources.
I want to make a two-color gradient transparent. In the image below you can see.
Left is the final mesh and on the right a single face. I'm trying to achieve this with a vertex shader and a fragment shader. But unfortunately, I can't figure it out. Hopefully, somebody can help me
I have this so far:
var custom3Material = new this.$three.ShaderMaterial({
uniforms: {
vlak3color1: { value: new this.$three.Color('#31c7de')},
vlak3color2: {type: 'vec2', value: new this.$three.Color('#de3c31')},
positionVlak3: {value: -3.5},
},
vertexShader: `
varying vec3 vUv;
void main() {
vUv = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
uniform vec3 vlak3color1;
uniform vec3 vlak3color2;
uniform float positionVlak3;
varying vec3 vUv;
void main() {
gl_FragColor = vec4(mix(vlak3color1, vlak3color2, vUv.y-positionVlak3), 1);
}
`,
});
I would like to be able to adjust the position between the 2 colors and the transparency afterward
Thanks in advance!
You must make your material transparent by adding transparent: true to its attributes.
vlak3color2: {type: 'vec2', value: new this.$three.Color('#de3c31')} is confusing. Why are you trying to make a color of type vec2? Just get rid of the type, you don't need it. Three.js automatically recognizes the type when it sees it's a Color.
The fourth value of gl_FragColor is the alpha. Right now you're setting it to a constant 1, so you're getting a fully-opaque color. Try to make it fade from 0 - 1 with smoothstep():
void main() {
// y < 0 = transparent, > 1 = opaque
float alpha = smoothstep(0.0, 1.0, vUv.y);
// y < 1 = color1, > 2 = color2
float colorMix = smoothstep(1.0, 2.0, vUv.y);
gl_FragColor = vec4(mix(vlak3color1, vlak3color2, colorMix), alpha);
}
How do I get a distortion like what a fisheye lens does to a view with a SCNCamera in Scene Kit?
Something like this kind of "bowing" of the imagery:
// as Rickster pointed out, this kind of distortion is known as "Barrel Distortion".
From the docs, this is the part that got me intrigued by the possibility of doing this kind of distortion with the camera:
If you compute your own projection transform matrix, you can use this
method to set it directly, overriding the transformation synthesized
from the camera’s geometric properties.
Unfortunately I know nothing about the powers and possibilities of computing ones own projection transform matrix. I'm hoping it's possible to do this kind of distortion via it... but dunno, hence the question.
Any other means via a camera is ideal. Too. Wanting to avoid post processing trickery and get the more "organic" look of this kind of distortion when the camera rotates and moves through the scene.
See any skateboarding video for how this looks in real life.
What you are looking for is called Barrel Distrortion.
There are a few ways of doing this, all of them using GLSL shaders.
You can either use classic OpenGL code, such as this example for the Occulus Rift (you will need to change the shader a little bit), or my personal favorite: SCNTechnique.
Create a technique containing a Barrel Fragment Shader (.fsh), and set its draw parameter to DRAW_QUAD. Then, simply apply the technique to your camera.
You can find an example of Barrel Distortion shader here : http://www.geeks3d.com/20140213/glsl-shader-library-fish-eye-and-dome-and-barrel-distortion-post-processing-filters/2/
EDIT: here's a sample code:
barrel.json (this should go in your scnassets bundle)
{
"passes" : {
"barrel" : {
"outputs" : {
"color" : "COLOR"
},
"inputs" : {
"colorSampler" : "COLOR",
"noiseSampler" : "noiseSymbol",
"a_position" : "a_position-symbol"
},
"program" : "art.scnassets/barrel",
"draw" : "DRAW_QUAD"
}
},
"sequence" : [
"barrel"
],
"symbols" : {
"a_position-symbol" : {
"semantic" : "vertex"
},
"noiseSymbol" : {
"image" : "noise.png",
"type" : "sampler2D"
},
"barrelPower" : {
"type" : "float"
}
}
}
barrel.vsh
attribute vec4 a_position;
varying vec2 uv;
void main() {
gl_Position = a_position;
uv = a_position.xy;
}
barrel.fsh
// Adapted from :
// http://www.geeks3d.com/20140213/glsl-shader-library-fish-eye-and-dome-and-barrel-distortion-post-processing-filters/2/
uniform sampler2D colorSampler;
const float PI = 3.1415926535;
uniform float barrelPower;
varying vec2 uv;
vec2 Distort(vec2 p)
{
float theta = atan(p.y, p.x);
float radius = length(p);
radius = pow(radius, barrelPower);
p.x = radius * cos(theta);
p.y = radius * sin(theta);
return 0.5 * (p + 1.0);
}
void main() {
vec2 rg = 2.0 * uv.xy - 1.0;
vec2 uv2;
float d = length(xy);
if (d < 1.0){
uv2 = Distort(xy);
}else{
uv2 = uv.xy;
}
gl_FragColor = texture2D(colorSampler, uv2);
}
something.m
NSURL *url = [[NSBundle mainBundle] URLForResource:#"art.scnassets/barrel" withExtension:#"json"];
NSDictionary *tecDic = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfURL: url] options:nil error:nil];
SCNTechnique* technique = [SCNTechnique techniqueWithDictionary:tecDic];
[technique setValue: [NSNumber numberWithFloat:0.5] forKey:#"barrelPower"];
cameraNode.technique = technique;