Saturday, December 10, 2011

Windows Phone 7 - One-liner to animate position and alpha of a UIElement without XAML


  public static Storyboard AnimatePositionAndAlpha(DependencyObject element, double delay, double duration, double startAlpha, double endAlpha, Point startPt, Point endPt)
        {
            Storyboard storyboard = new Storyboard();

            duration *= 20;

            TranslateTransform trans = new TranslateTransform() { X = startPt.X, Y = startPt.Y };

            ((UIElement)element).RenderTransform = trans;
            ((UIElement)element).Opacity = startAlpha;

            DoubleAnimation moveAnimX = new DoubleAnimation();
            moveAnimX.Duration = TimeSpan.FromSeconds(duration);
            moveAnimX.From = startPt.X;
            moveAnimX.To = endPt.X;
            moveAnimX.BeginTime = TimeSpan.FromSeconds(delay);
            Storyboard.SetTarget(moveAnimX, ((UIElement)element));
            Storyboard.SetTargetProperty(moveAnimX, new PropertyPath("(UIElement.RenderTransform).(TranslateTransform.X)"));

            DoubleAnimation moveAnimY = new DoubleAnimation();
            moveAnimY.Duration = TimeSpan.FromSeconds(duration);
            moveAnimY.BeginTime = TimeSpan.FromSeconds(delay);
            moveAnimY.From = startPt.Y;
            moveAnimY.To = endPt.Y;
            Storyboard.SetTarget(moveAnimY, ((UIElement)element));
            Storyboard.SetTargetProperty(moveAnimY, new PropertyPath("(UIElement.RenderTransform).(TranslateTransform.Y)"));



          
            

            
            DoubleAnimation alphaAnim = new DoubleAnimation();
            alphaAnim.From = startAlpha;
            alphaAnim.To = endAlpha;
            alphaAnim.Duration = TimeSpan.FromSeconds(duration);
            alphaAnim.BeginTime = TimeSpan.FromSeconds(delay);
            alphaAnim.AutoReverse = false;
            Storyboard.SetTarget(alphaAnim, element);
            Storyboard.SetTargetProperty(alphaAnim, new PropertyPath(UIElement.OpacityProperty));

            storyboard.Children.Add(moveAnimX);
            storyboard.Children.Add(moveAnimY);
            storyboard.Children.Add(alphaAnim);
         
            
            
            storyboard.Begin();
         
            return storyboard;
        }

Tuesday, August 31, 2010

GLSL HSB to RGB function

I'm sure it could be optimized, but here it is..



vec3 HSBToRGB(vec3 colorIn)
{

float h=colorIn.x;
float sl=colorIn.y;
float l=colorIn.z;

float v;
float r,g,b;

r = l; // default to gray
g = l;
b = l;

v = (l <= 0.5) ? (l * (1.0 + sl)) : (l + sl - l * sl);

if (v > 0.0)
{

float m;
float sv;
int sextant;
float frac, vsf, mid1, mid2;


m = l + l - v;
sv = (v - m ) / v;
h *= 6.0;
sextant = int(h);
frac = h - float(sextant);
vsf = v * sv * frac;
mid1 = m + vsf;
mid2 = v - vsf;

if(sextant==0)
{
r = v;
g = mid1;
b = m;
}
else if(sextant==1)
{
r = mid2;
g = v;
b = m;
}
else if(sextant==2)
{
r = m;
g = v;
b = mid1;
}
else if(sextant==3)
{
r = m;
g = mid2;
b = v;
}
else if(sextant==4)
{
r = mid1;
g = m;
b = v;
}
else if(sextant==5)
{
r = v;
g = m;
b = mid2;
}

}

vec3 rgb;

rgb.r = r;
rgb.g = g;
rgb.b = b;

return rgb;

}

Thursday, July 22, 2010

A case for Interface Builder

There is a lot of hatred for Apple's UI tool Interface Builder among many programmers. I was firmly in that camp but lately have seen some advantages.. Especially as our last project spiraled over budget.

I've released 8 apps without using a single XIB. But the next one I'm planning on relying heavily on the tool. Here's why:

- Design/implement GUI graphically, right brained like you will use the program
- LESS LINES OF CODE to debug, write, remember to think about retain counts and spend dozens of lines setting up, say text field properties
- Less memory management! The whole XIB is loaded/unloaded behind the scenes
- Share the XIBs so DESIGNERS CAN LAY THEM OUT. No more time spent pixel pushing from a PSD comp, the designer will create the VERY LAYOUT U WILL USE! :D
- Less buggy code. IB makes sure you are initializing, configuring and disposing properly. (Not that *I* need that)
- FASTER development of a complex UI. If you have 10+ styled elements on a view, it takes probably 50 lines of code to set them up right. With IB it takes zero.

Now, the shortcomings.. (Rumored XCode 4 with integrated IB might fix some of this)
- Terminology is confusing. Outlets, "File's Owner" etc are never used in non-IB code, so pure coders don't know what they do
- Seems difficult to style/configure certain things. Attaching a UITableViewCell to a UITableView for example.
- The magic of how the elements interact with the code is a hurdle for many at first.

Ultimately I wouldn't recommend newbies using IB. Get a firm grasp on the codez first and then you will see how IB can help you.

Friday, March 12, 2010

Topographic Shader V2 and a happy accident





Ever since I first posted the Topographic Contour shader, I have been trying to figure out how to smooth out the lines in that effect. Eventually I came up with the solution to write a function similar to smoothstep() but instead of smoothly transitioning from 0.0 to 1.0, it transitions from 0.0 to 1.0 back to 0.0 over the same input domain. This was perfect for antialiasing the contour lines! I think this function could be helpful in other areas too..

During the development, I came across a strange shader by accident that was actually pretty interesting looking. I called it Disco Snakeskin and it's the last one pictured above (best viewed large). I think there's potential with that shader.

Lastly, I'm still learning a lot about GLSL every day, and graphics/vector math in general as I do. Screen space derivatives, and fwidth() have been on my mind as I see the power it can bring to antialiasing, and special effects. A new rule of thumb will be for every varying parameter, consider what could be done by looking at its screen-space derivatives. I think some crazy effects are possible with this.. And I'm stoked at the possibility of discovering some of them! In fact, overall I'm really stoked on GLSL. After being involved in graphics coding for so long, finally getting into shaders has been like a rebirth for me- once again learning a ton and feeling low on the totem pole. But seeing some of the things people are doing through this technology is extremely inspiring (and a tiny bit frustrating, I'll admit). With that in mind, I've added a column over there on the right side of the blog, containing any brilliant blogs or sites discussing GLSL.

Thursday, March 11, 2010










Just an update on what I've been working on the last week or two.. The first image shows studies for a music video I'm working on. The video will feature MIDI and audio triggered/modulated 3D forms and all the shader work I've been cranking on. Pictured are some paper cranes and a 'paper' shader, still very much under construction.

The next image shows the multi-light metal/phong shader I've been working on. The results seem really nice, and about exactly what I wanted. Should be a good basis for other shaders too.

The last two images show screen shots from the latest version of CFGR8R program built for live performance with Plaid, the legendary UK electronic duo. Audio reactive environments feature a hybrid OBJ/Generative geometry engine and lots of different dynamic effects. Here you can see the metal/phong shader in action, as well as a fresnel/Xray shader.

Tuesday, February 23, 2010

A fun distraction - Topographic Contour Shader





While working on the normal re-calculation for my spherical deformer vertex shader, I got distracted by an idea I had. Thinking about Avatar, and virtually any other movie with high tech 3D displays of terrain, I thought it would be cool to develop a fragment shader to draw the object as stacked countour lines, like those found on a topo map.

I developed a simple version using modulus of one spacial dimension, but the results weren't quite the "wireframe" look I was going for. With the help of this thread I learned about smoothstep() and was able to get exactly what I was going for.