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authorKenneth Russel <[email protected]>2003-06-26 08:49:26 +0000
committerKenneth Russel <[email protected]>2003-06-26 08:49:26 +0000
commit0f3fd4651dc8b305240c6f19b566faabfb9fba9e (patch)
tree4bff1f0e23bc4c6dde6a791b12707c7ebb4e74dc
parent8f15869ac9decfc880b4d82dbd6e0a96b54a6004 (diff)
Ported vertexProgWarp from NV_vertex_program to ARB_vertex_program so
it will work on any vendor's hardware as well as on Mac OS X. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@5 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
-rw-r--r--src/demos/vertexProgWarp/VertexProgWarp.java499
1 files changed, 266 insertions, 233 deletions
diff --git a/src/demos/vertexProgWarp/VertexProgWarp.java b/src/demos/vertexProgWarp/VertexProgWarp.java
index 729d044..6a6a592 100644
--- a/src/demos/vertexProgWarp/VertexProgWarp.java
+++ b/src/demos/vertexProgWarp/VertexProgWarp.java
@@ -129,7 +129,7 @@ public class VertexProgWarp {
gl.glDisable(GL.GL_CULL_FACE);
try {
- initExtension(gl, "GL_NV_vertex_program");
+ initExtension(gl, "GL_ARB_vertex_program");
} catch (RuntimeException e) {
runExit();
throw(e);
@@ -143,38 +143,32 @@ public class VertexProgWarp {
for(int i=0; i<NUM_PROGS; i++) {
int[] vtxProgTmp = new int[1];
- gl.glGenProgramsNV(1, vtxProgTmp);
+ gl.glGenProgramsARB(1, vtxProgTmp);
programs[i] = vtxProgTmp[0];
- gl.glBindProgramNV(GL.GL_VERTEX_PROGRAM_NV, programs[i]);
- gl.glLoadProgramNV(GL.GL_VERTEX_PROGRAM_NV, programs[i], programTexts[i].length(), programTexts[i]);
+ gl.glBindProgramARB(GL.GL_VERTEX_PROGRAM_ARB, programs[i]);
+ gl.glProgramStringARB(GL.GL_VERTEX_PROGRAM_ARB, GL.GL_PROGRAM_FORMAT_ASCII_ARB, programTexts[i].length(), programTexts[i]);
}
- gl.glTrackMatrixNV(GL.GL_VERTEX_PROGRAM_NV, 0, GL.GL_MODELVIEW_PROJECTION_NV, GL.GL_IDENTITY_NV);
- gl.glTrackMatrixNV(GL.GL_VERTEX_PROGRAM_NV, 4, GL.GL_MODELVIEW, GL.GL_INVERSE_TRANSPOSE_NV);
- gl.glTrackMatrixNV(GL.GL_VERTEX_PROGRAM_NV, 8, GL.GL_MODELVIEW, GL.GL_IDENTITY_NV);
- gl.glTrackMatrixNV(GL.GL_VERTEX_PROGRAM_NV, 12, GL.GL_PROJECTION, GL.GL_IDENTITY_NV);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 32, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 35, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 36, 1.0f, 1.0f, 1.0f, 0.0f); // specular color
-
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 64, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants
// sin Taylor series constants - 1, 1/3!, 1/5!, 1/7!
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 63, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2));
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2));
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 62, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f);
// sin wave frequency, amplitude
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 61, 1.0f, 0.2f, 0.0f, 0.0f);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 6, 1.0f, 0.2f, 0.0f, 0.0f);
// phase animation
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 60, 0.0f, 0.0f, 0.0f, 0.0f);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 7, 0.0f, 0.0f, 0.0f, 0.0f);
// fisheye sphere radius
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 59, 1.0f, 0.0f, 0.0f, 0.0f);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 8, 1.0f, 0.0f, 0.0f, 0.0f);
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 58, 0.0f, 0.0f, -2.0f / (zFar - zNear), -(zFar+zNear)/(zFar-zNear) );
setWindowTitle();
b['p'] = true;
@@ -246,21 +240,21 @@ public class VertexProgWarp {
ManipManager.getManipManager().updateCameraParameters(drawable, viewer.getCameraParameters());
ManipManager.getManipManager().render(drawable, gl);
- gl.glBindProgramNV(GL.GL_VERTEX_PROGRAM_NV, programs[program]);
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 60, anim, 0.0f, 0.0f, 0.0f);
+ gl.glBindProgramARB(GL.GL_VERTEX_PROGRAM_ARB, programs[program]);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 7, anim, 0.0f, 0.0f, 0.0f);
if (program==6)
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 61, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f);
else
- gl.glProgramParameter4fNV(GL.GL_VERTEX_PROGRAM_NV, 61, freq, amp, d, d+1);
+ gl.glProgramEnvParameter4fARB(GL.GL_VERTEX_PROGRAM_ARB, 6, freq, amp, d, d+1);
if (b['p'])
- gl.glEnable(GL.GL_VERTEX_PROGRAM_NV);
+ gl.glEnable(GL.GL_VERTEX_PROGRAM_ARB);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glCallList(obj+1);
- gl.glDisable(GL.GL_VERTEX_PROGRAM_NV);
+ gl.glDisable(GL.GL_VERTEX_PROGRAM_ARB);
gl.glPopMatrix();
}
@@ -595,327 +589,366 @@ public class VertexProgWarp {
"Twist"
};
+ private static final String programSetup =
+ "PARAM mvp [4] = { state.matrix.mvp }; # modelview projection matrix\n" +
+ "PARAM mvit[4] = { state.matrix.modelview.invtrans }; # modelview matrix inverse transpose\n" +
+ "PARAM mv [4] = { state.matrix.modelview }; # modelview matrix\n" +
+ "PARAM proj[4] = { state.matrix.projection }; # projection matrix\n" +
+ "PARAM lightPos = program.env[0]; # light position/direction\n" +
+ "PARAM diffuseCol = program.env[1]; # diffuse color\n" +
+ "PARAM specularCol = program.env[2]; # specular color\n" +
+ "PARAM smoothstep = program.env[3]; # smoothstep constants\n" +
+ "PARAM sinTaylorConst1 = program.env[4]; # sin Taylor series constants 1 of 2\n" +
+ "PARAM sinTaylorConst2 = program.env[5]; # sin Taylor series constants 2 of 2\n" +
+ "PARAM sinFreqAmplitude = program.env[6]; # sin wave frequency, amplitude\n" +
+ "PARAM phaseAnim = program.env[7]; # phase animation\n" +
+ "PARAM fisheyeRadius = program.env[8]; # fisheye sphere radius\n" +
+ "\n" +
+ "# Per vertex inputs\n" +
+ "ATTRIB iPos = vertex.position; # position\n" +
+ "ATTRIB iTex = vertex.texcoord; # tex coord\n" +
+ "ATTRIB iNorm = vertex.normal; # normal\n" +
+ "\n" +
+ "# Outputs\n" +
+ "OUTPUT oPos = result.position; # position\n" +
+ "OUTPUT oCol0 = result.color; # color\n" +
+ "OUTPUT oTex0 = result.texcoord; # tex coord\n" +
+ "\n" +
+ "# Temporaries\n" +
+ "TEMP r0;\n" +
+ "TEMP r1;\n" +
+ "TEMP r2;\n" +
+ "TEMP r3;\n" +
+ "TEMP r4;\n";
+
private static final String[] programTexts = new String[] {
//
// Transform with diffuse lighting
//
- "!!VP1.0\n" +
+ "!!ARBvp1.0\n" +
"#Simple transform and diffuse lighting\n" +
+ programSetup +
+ "DP4 oPos.x, mvp[0], iPos ; # object x MVP -> clip\n" +
+ "DP4 oPos.y, mvp[1], iPos ;\n" +
+ "DP4 oPos.z, mvp[2], iPos ;\n" +
+ "DP4 oPos.w, mvp[3], iPos ;\n" +
"\n" +
- "DP4 o[HPOS].x, c[0], v[OPOS] ; # object x MVP -> clip\n" +
- "DP4 o[HPOS].y, c[1], v[OPOS] ;\n" +
- "DP4 o[HPOS].z, c[2], v[OPOS] ;\n" +
- "DP4 o[HPOS].w, c[3], v[OPOS] ;\n" +
+ "DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], iNorm ;\n" +
+ "DP3 r1.z, mvit[2], iNorm ;\n" +
"\n" +
- "DP3 R1.x, c[4], v[NRML] ; # normal x MV-1T -> lighting normal\n" +
- "DP3 R1.y, c[5], v[NRML] ;\n" +
- "DP3 R1.z, c[6], v[NRML] ;\n" +
- "\n" +
- "DP3 R0, c[32], R1 ; # L.N\n" +
- "MUL o[COL0].xyz, R0, c[35] ; # col = L.N * diffuse\n" +
- "MOV o[TEX0], v[TEX0];\n" +
- "END",
+ "DP3 r0, lightPos, r1 ; # L.N\n" +
+ "MUL oCol0.xyz, r0, diffuseCol ; # col = L.N * diffuse\n" +
+ "MOV oTex0, iTex;\n" +
+ "END\n",
//
// Pulsate
//
- "!!VP1.0\n" +
+ "!!ARBvp1.0\n" +
"#Displace geometry along normal based on sine function of distance from origin\n" +
"#(in object space)\n" +
- "#c[61].x = wave frequency\n" +
- "#c[61].y = wave amplitude\n" +
- "#c[62] = PI constants\n" +
- "#c[63] = Taylor series constants (see below)\n" +
+ "#sinFreqAmplitude.x = wave frequency\n" +
+ "#sinFreqAmplitude.y = wave amplitude\n" +
+ "#sinTaylorConst2 = PI constants\n" +
+ "#sinTaylorConst1 = Taylor series constants (see below)\n" +
"\n" +
- "MOV R0, v[OPOS]; \n" +
+ programSetup +
+ "MOV r0, iPos; \n" +
"\n" +
"#calculate distance from (0, 0, 0)\n" +
- "DP3 R3.x, R0, R0;\n" +
- "RSQ R3.x, R3.x;\n" +
- "RCP R3.x, R3.x;\n" +
+ "DP3 r3.x, r0, r0;\n" +
+ "RSQ r3.x, r3.x;\n" +
+ "RCP r3.x, r3.x;\n" +
"\n" +
- "MUL R3.x, R3.x, c[61].x; # wave frequency\n" +
- "ADD R3.x, R3.x, c[60].x; # phase animation\n" +
+ "MUL r3.x, r3.x, sinFreqAmplitude.x; # wave frequency\n" +
+ "ADD r3.x, r3.x, phaseAnim.x; # phase animation\n" +
"\n" +
"#reduce to period of 2*PI\n" +
- "MUL R2, R3.x, c[62].x;\n" +
- "EXP R4, R2.x; # R4.y = R2.x - floor(R2.x)\n" +
- "MUL R3.x, R4.y, c[62].y;\n" +
+ "MUL r2, r3.x, sinTaylorConst2.x;\n" +
+ "EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
+ "MUL r3.x, r4.y, sinTaylorConst2.y;\n" +
"\n" +
"# offset to -PI - PI\n" +
- "ADD R3.x, R3.x, -c[62].z;\n" +
+ "ADD r3.x, r3.x, -sinTaylorConst2.z;\n" +
"\n" +
"#Sine approximation using Taylor series (accurate between -PI and PI) :\n" +
"#sin(x) = x - (x^3)/3! + (x^5)/5! - (x^7)/7! + ...\n" +
"#sin(x) ~= x*(1 - (x^2)*(1/3! - (x^2)(1/5! - (x^2)/7! )))\n" +
"# = x * (a - y*(b - y*(c - y*d)))\n" +
"#where\n" +
- "#a = 1.0 c[63].x\n" +
- "#b = 1/3! c[63].y\n" +
- "#c = 1/5! c[63].z\n" +
- "#d = 1/7! c[63].w\n" +
- "#y = x^2 R2\n" +
+ "#a = 1.0 sinTaylorConst1.x\n" +
+ "#b = 1/3! sinTaylorConst1.y\n" +
+ "#c = 1/5! sinTaylorConst1.z\n" +
+ "#d = 1/7! sinTaylorConst1.w\n" +
+ "#y = x^2 r2\n" +
"\n" +
- "#R1.x = sin(R3.x);\n" +
+ "#r1.x = sin(r3.x);\n" +
"\n" +
- "MUL R2, R3.x, R3.x;\n" +
- "MAD R1, -R2, c[63].w, c[63].z;\n" +
- "MAD R1, R1, -R2, c[63].y;\n" +
- "MAD R1, R1, -R2, c[63].x;\n" +
- "MUL R1, R1, R3.x;\n" +
+ "MUL r2, r3.x, r3.x;\n" +
+ "MAD r1, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.y;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.x;\n" +
+ "MUL r1, r1, r3.x;\n" +
"\n" +
"#displace vertex along normal\n" +
- "MUL R1.x, R1.x, c[61].y;\n" +
- "MAX R1.x, R1.x, c[64].x; # r1.x = max(r1.x, 0.0);\n" +
- "MUL R2.xyz, v[NRML], R1.x;\n" +
- "ADD R0.xyz, R0, R2;\n" +
+ "MUL r1.x, r1.x, sinFreqAmplitude.y;\n" +
+ "MAX r1.x, r1.x, smoothstep.x; # r1.x = max(r1.x, 0.0);\n" +
+ "MUL r2.xyz, iNorm, r1.x;\n" +
+ "ADD r0.xyz, r0, r2;\n" +
"\n" +
"#simple lighting\n" +
- "DP3 R1.x, c[4], v[NRML] ; # normal x MV-1T -> lighting normal\n" +
- "DP3 R1.y, c[5], v[NRML] ;\n" +
- "DP3 R1.z, c[6], v[NRML] ;\n" +
+ "DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], iNorm ;\n" +
+ "DP3 r1.z, mvit[2], iNorm ;\n" +
"\n" +
- "DP3 R2, c[32], R1 ; # light position DOT normal\n" +
- "MUL o[COL0].xyz, R2, c[35] ; # col = ldotn * diffuse\n" +
+ "DP3 r2, lightPos, r1 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r2, diffuseCol ; # col = ldotn * diffuse\n" +
"\n" +
- "MOV o[TEX0], v[TEX0];\n" +
+ "MOV oTex0, iTex;\n" +
"\n" +
- "DP4 o[HPOS].x, c[0], R0 ; # object x MVP -> clip\n" +
- "DP4 o[HPOS].y, c[1], R0 ;\n" +
- "DP4 o[HPOS].z, c[2], R0 ;\n" +
- "DP4 o[HPOS].w, c[3], R0 ;\n" +
+ "DP4 oPos.x, mvp[0], r0 ; # object x MVP -> clip\n" +
+ "DP4 oPos.y, mvp[1], r0 ;\n" +
+ "DP4 oPos.z, mvp[2], r0 ;\n" +
+ "DP4 oPos.w, mvp[3], r0 ;\n" +
"\n" +
- "END",
+ "END\n",
//
// Wave
//
- "!!VP1.0\n" +
+ "!!ARBvp1.0\n" +
"# Perturb vertices in clip space with sine wave\n" +
"# x += sin((y*freq)+anim) * amp\n" +
- "DP4 R0.x, c[0], v[OPOS] ;\n" +
- "DP4 R0.y, c[1], v[OPOS] ;\n" +
- "DP4 R0.z, c[2], v[OPOS] ;\n" +
- "DP4 R0.w, c[3], v[OPOS] ;\n" +
+ programSetup +
+ "DP4 r0.x, mvp[0], iPos ;\n" +
+ "DP4 r0.y, mvp[1], iPos ;\n" +
+ "DP4 r0.z, mvp[2], iPos ;\n" +
+ "DP4 r0.w, mvp[3], iPos ;\n" +
"\n" +
- "MUL R3.x, R0.y, c[61].x; # wave frequency\n" +
- "ADD R3.x, R3.x, c[60].x; # phase animation\n" +
+ "MUL r3.x, r0.y, sinFreqAmplitude.x; # wave frequency\n" +
+ "ADD r3.x, r3.x, phaseAnim.x; # phase animation\n" +
"\n" +
"# reduce to period of 2*PI\n" +
- "MUL R2, R3.x, c[62].x;\n" +
- "EXP R4, R2.x; # R4.y = R2.x - floor(R2.x)\n" +
- "MUL R3.x, R4.y, c[62].y;\n" +
+ "MUL r2, r3.x, sinTaylorConst2.x;\n" +
+ "EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
+ "MUL r3.x, r4.y, sinTaylorConst2.y;\n" +
"\n" +
"# offset to -PI - PI\n" +
- "ADD R3.x, R3.x, -c[62].z;\n" +
+ "ADD r3.x, r3.x, -sinTaylorConst2.z;\n" +
"\n" +
- "# R1.x = sin(R3.x);\n" +
- "MUL R2, R3.x, R3.x;\n" +
- "MAD R1, -R2, c[63].w, c[63].z;\n" +
- "MAD R1, R1, -R2, c[63].y;\n" +
- "MAD R1, R1, -R2, c[63].x;\n" +
- "MUL R1, R1, R3.x;\n" +
+ "# r1.x = sin(r3.x);\n" +
+ "MUL r2, r3.x, r3.x;\n" +
+ "MAD r1, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.y;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.x;\n" +
+ "MUL r1, r1, r3.x;\n" +
"\n" +
- "MAD R0.x, R1.x, c[61].y, R0.x;\n" +
+ "MAD r0.x, r1.x, sinFreqAmplitude.y, r0.x;\n" +
"\n" +
"# simple lighting\n" +
- "DP3 R1.x, c[4], v[NRML] ; # normal x MV-1T -> lighting normal\n" +
- "DP3 R1.y, c[5], v[NRML] ;\n" +
- "DP3 R1.z, c[6], v[NRML] ;\n" +
- "DP3 R2, c[32], R1 ; # light position DOT normal\n" +
- "MUL o[COL0].xyz, R2, c[35] ; # col = ldotn * diffuse\n" +
- "MOV o[TEX0], v[TEX0];\n" +
+ "DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], iNorm ;\n" +
+ "DP3 r1.z, mvit[2], iNorm ;\n" +
+ "DP3 r2, lightPos, r1 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r2, diffuseCol ; # col = ldotn * diffuse\n" +
+ "MOV oTex0, iTex;\n" +
"\n" +
- "MOV o[HPOS], R0;\n" +
+ "MOV oPos, r0;\n" +
"\n" +
- "END",
+ "END\n",
//
// Fisheye
//
- "!!VP1.0\n" +
+ "!!ARBvp1.0\n" +
"#Fisheye distortion based on function:\n" +
"#f(x)=(d+1)/(d+(1/x))\n" +
"#maps the [0,1] interval monotonically onto [0,1]\n" +
"\n" +
- "#c[61].z = d\n" +
- "#c[61].w = d+1\n" +
+ "#sinFreqAmplitude.z = d\n" +
+ "#sinFreqAmplitude.w = d+1\n" +
+ programSetup +
"\n" +
- "DP4 R0.x, c[0], v[OPOS] ;\n" +
- "DP4 R0.y, c[1], v[OPOS] ;\n" +
- "DP4 R0.z, c[2], v[OPOS] ;\n" +
- "DP4 R0.w, c[3], v[OPOS] ;\n" +
+ "DP4 r0.x, mvp[0], iPos ;\n" +
+ "DP4 r0.y, mvp[1], iPos ;\n" +
+ "DP4 r0.z, mvp[2], iPos ;\n" +
+ "DP4 r0.w, mvp[3], iPos ;\n" +
"\n" +
"# do perspective divide\n" +
- "RCP R1, R0.w;\n" +
- "MUL R0, R0, R1.w;\n" +
+ "RCP r1, r0.w;\n" +
+ "MUL r0, r0, r1.w;\n" +
"\n" +
- "MAX R1, R0, -R0; # r1 = abs(r0)\n" +
+ "MAX r1, r0, -r0; # r1 = abs(r0)\n" +
"\n" +
- "SLT R2, R0, c[64].x; # r2 = (r0 < 0.0) ? 1.0 : 0.0\n" +
- "SGE R3, R0, c[64].x; # r3 = (r0 >= 0.0) ? 1.0 : 0.0\n" +
+ "SLT r2, r0, smoothstep.x; # r2 = (r0 < 0.0) ? 1.0 : 0.0\n" +
+ "SGE r3, r0, smoothstep.x; # r3 = (r0 >= 0.0) ? 1.0 : 0.0\n" +
"\n" +
"# distort x\n" +
"# h(x)=(d+1)/(d+(1/x))\n" +
- "RCP R1.x, R1.x; # r1 = 1 / r1\n" +
- "ADD R1.x, R1.x, c[61].z; # r1 += d\n" +
- "RCP R1.x, R1.x; # r1 = 1 / r1\n" +
- "MUL R1.x, R1.x, c[61].w; # r1 *= d + 1\n" +
+ "RCP r1.x, r1.x; # r1 = 1 / r1\n" +
+ "ADD r1.x, r1.x, sinFreqAmplitude.z; # r1 += d\n" +
+ "RCP r1.x, r1.x; # r1 = 1 / r1\n" +
+ "MUL r1.x, r1.x, sinFreqAmplitude.w; # r1 *= d + 1\n" +
"\n" +
"# distort y\n" +
- "RCP R1.y, R1.y; # r1 = 1 / r1\n" +
- "ADD R1.y, R1.y, c[61].z; # r1 += d\n" +
- "RCP R1.y, R1.y; # r1 = 1 / r1\n" +
- "MUL R1.y, R1.y, c[61].w; # r1 *= d + 1\n" +
+ "RCP r1.y, r1.y; # r1 = 1 / r1\n" +
+ "ADD r1.y, r1.y, sinFreqAmplitude.z; # r1 += d\n" +
+ "RCP r1.y, r1.y; # r1 = 1 / r1\n" +
+ "MUL r1.y, r1.y, sinFreqAmplitude.w; # r1 *= d + 1\n" +
"\n" +
"# handle negative cases\n" +
- "MUL R4.xy, R1, R3; # r4 = r1 * r3\n" +
- "MAD R1.xy, R1, -R2, R4; # r1 = r1 * -r2 + r4\n" +
+ "MUL r4.xy, r1, r3; # r4 = r1 * r3\n" +
+ "MAD r1.xy, r1, -r2, r4; # r1 = r1 * -r2 + r4\n" +
"\n" +
"# simple lighting\n" +
- "DP3 R2.x, c[4], v[NRML] ; # normal x MV-1T -> lighting normal\n" +
- "DP3 R2.y, c[5], v[NRML] ;\n" +
- "DP3 R2.z, c[6], v[NRML] ;\n" +
- "DP3 R3, c[32], R2 ; # light position DOT normal\n" +
- "MUL o[COL0].xyz, R3, c[35] ; # col = ldotn * diffuse\n" +
+ "DP3 r2.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r2.y, mvit[1], iNorm ;\n" +
+ "DP3 r2.z, mvit[2], iNorm ;\n" +
+ "DP3 r3, lightPos, r2 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol ; # col = ldotn * diffuse\n" +
"\n" +
- "MOV o[TEX0], v[TEX0];\n" +
+ "MOV oTex0, iTex;\n" +
"\n" +
- "MOV o[HPOS], R1;\n" +
+ "MOV oPos, r1;\n" +
"\n" +
- "END",
+ "END\n",
//
// Spherize
//
- "!!VP1.0\n" +
+ "!!ARBvp1.0\n" +
"# Spherical fish-eye distortion\n" +
"# in clip space\n" +
- "DP4 R0.x, c[0], v[OPOS];\n" +
- "DP4 R0.y, c[1], v[OPOS];\n" +
- "DP4 R0.z, c[2], v[OPOS];\n" +
- "DP4 R0.w, c[3], v[OPOS];\n" +
+ programSetup +
+ "DP4 r0.x, mvp[0], iPos;\n" +
+ "DP4 r0.y, mvp[1], iPos;\n" +
+ "DP4 r0.z, mvp[2], iPos;\n" +
+ "DP4 r0.w, mvp[3], iPos;\n" +
"\n" +
"# do perspective divide\n" +
- "RCP R1.x, R0.w;\n" +
- "MUL R2, R0, R1.x;\n" +
+ "RCP r1.x, r0.w;\n" +
+ "MUL r2, r0, r1.x;\n" +
"\n" +
"# calculate distance from centre\n" +
- "MUL R1.x, R2.x, R2.x;\n" +
- "MAD R1.x, R2.y, R2.y, R1.x;\n" +
- "RSQ R1.x, R1.x; # r1.x = 1 / sqrt(x*x+y*y)\n" +
+ "MUL r1.x, r2.x, r2.x;\n" +
+ "MAD r1.x, r2.y, r2.y, r1.x;\n" +
+ "RSQ r1.x, r1.x; # r1.x = 1 / sqrt(x*x+y*y)\n" +
"\n" +
"# calculate r3 = normalized direction vector\n" +
- "MUL R3.xy, R0, R1.x;\n" +
+ "MUL r3.xy, r0, r1.x;\n" +
"\n" +
- "RCP R1.x, R1.x; # r1.x = actual distance\n" +
- "MIN R1.x, R1.x, c[64].y; # r1.x = min(r1.x, 1.0)\n" +
+ "RCP r1.x, r1.x; # r1.x = actual distance\n" +
+ "MIN r1.x, r1.x, smoothstep.y; # r1.x = min(r1.x, 1.0)\n" +
"\n" +
"# remap based on: f(x) = sqrt(1-x^2)\n" +
- "ADD R1.x, c[64].y, -R1.x;\n" +
- "MAD R1.x, -R1.x, R1.x, c[64].y;\n" +
- "RSQ R1.x, R1.x;\n" +
- "RCP R1.x, R1.x;\n" +
+ "ADD r1.x, smoothstep.y, -r1.x;\n" +
+ "MAD r1.x, -r1.x, r1.x, smoothstep.y;\n" +
+ "RSQ r1.x, r1.x;\n" +
+ "RCP r1.x, r1.x;\n" +
"\n" +
"# move vertex to new distance from centre\n" +
- "MUL R0.xy, R3, R1.x;\n" +
+ "MUL r0.xy, r3, r1.x;\n" +
"\n" +
"# simple lighting\n" +
- "DP3 R2.x, c[4], v[NRML]; # normal x MV-1T -> lighting normal\n" +
- "DP3 R2.y, c[5], v[NRML];\n" +
- "DP3 R2.z, c[6], v[NRML];\n" +
- "DP3 R3, c[32], R2 ; # light position DOT normal\n" +
- "MUL o[COL0].xyz, R3, c[35] ; # col = ldotn * diffuse\n" +
+ "DP3 r2.x, mvit[0], iNorm; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r2.y, mvit[1], iNorm;\n" +
+ "DP3 r2.z, mvit[2], iNorm;\n" +
+ "DP3 r3, lightPos, r2 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol ; # col = ldotn * diffuse\n" +
"\n" +
- "MOV o[TEX0], v[TEX0];\n" +
+ "MOV oTex0, iTex;\n" +
"\n" +
- "MOV o[HPOS], R0;\n" +
+ "MOV oPos, r0;\n" +
"\n" +
- "END",
-
+ "END\n",
+
//
// Ripple
//
- "!!VP1.0\n" +
+ "!!ARBvp1.0\n" +
"# Ripple distortion\n" +
- "DP4 R0.x, c[0], v[OPOS];\n" +
- "DP4 R0.y, c[1], v[OPOS];\n" +
- "DP4 R0.z, c[2], v[OPOS];\n" +
- "DP4 R0.w, c[3], v[OPOS];\n" +
+ programSetup +
+ "DP4 r0.x, mvp[0], iPos;\n" +
+ "DP4 r0.y, mvp[1], iPos;\n" +
+ "DP4 r0.z, mvp[2], iPos;\n" +
+ "DP4 r0.w, mvp[3], iPos;\n" +
"\n" +
"# do perspective divide\n" +
- "RCP R1.x, R0.w;\n" +
- "MUL R4, R0, R1.x;\n" +
+ "RCP r1.x, r0.w;\n" +
+ "MUL r4, r0, r1.x;\n" +
"\n" +
"# calculate distance from centre\n" +
- "MUL R1.x, R4.x, R4.x;\n" +
- "MAD R1.x, R4.y, R4.y, R1.x;\n" +
- "RSQ R1.x, R1.x; " +
+ "MUL r1.x, r4.x, r4.x;\n" +
+ "MAD r1.x, r4.y, r4.y, r1.x;\n" +
+ "RSQ r1.x, r1.x;\n" +
"\n" +
- "RCP R1.x, R1.x; " +
+ "RCP r1.x, r1.x;\n" +
"\n" +
- "MUL R1.x, R1.x, c[61].x; # wave frequency\n" +
- "ADD R1.x, R1.x, c[60].x; # phase animation\n" +
+ "MUL r1.x, r1.x, sinFreqAmplitude.x; # wave frequency\n" +
+ "ADD r1.x, r1.x, phaseAnim.x; # phase animation\n" +
"\n" +
"# reduce to period of 2*PI\n" +
- "MUL R2, R1.x, c[62].x; # R2 = R1 / 2.0 * PI\n" +
- "EXP R4, R2.x; # R4.y = R2.x - floor(R2.x)\n" +
- "MUL R1.x, R4.y, c[62].y;\n" +
+ "MUL r2, r1.x, sinTaylorConst2.x; # r2 = r1 / 2.0 * PI\n" +
+ "EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
+ "MUL r1.x, r4.y, sinTaylorConst2.y;\n" +
"\n" +
"# offset to -PI - PI\n" +
- "ADD R1.x, R1.x, -c[62].z;\n" +
+ "ADD r1.x, r1.x, -sinTaylorConst2.z;\n" +
"\n" +
- "# R3.x = sin(R1.x)\n" +
- "MUL R2, R1.x, R1.x;\n" +
- "MAD R3, -R2, c[63].w, c[63].z;\n" +
- "MAD R3, R3, -R2, c[63].y;\n" +
- "MAD R3, R3, -R2, c[63].x;\n" +
- "MUL R3, R3, R1.x;\n" +
+ "# r3.x = sin(r1.x)\n" +
+ "MUL r2, r1.x, r1.x;\n" +
+ "MAD r3, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r3, r3, -r2, sinTaylorConst1.y;\n" +
+ "MAD r3, r3, -r2, sinTaylorConst1.x;\n" +
+ "MUL r3, r3, r1.x;\n" +
"\n" +
- "MUL R3.x, R3.x, c[61].y;\n" +
+ "MUL r3.x, r3.x, sinFreqAmplitude.y;\n" +
"\n" +
"# move vertex towards centre based on distance\n" +
- "MAD R0.xy, R0, -R3.x, R0;\n" +
+ "MAD r0.xy, r0, -r3.x, r0;\n" +
"\n" +
"# lighting\n" +
- "DP3 R2.x, c[4], v[NRML]; # normal x MV-1T -> lighting normal\n" +
- "DP3 R2.y, c[5], v[NRML];\n" +
- "DP3 R2.z, c[6], v[NRML];\n" +
- "DP3 R3, c[32], R2; # light position DOT normal\n" +
- "MUL o[COL0].xyz, R3, c[35]; # col = ldotn * diffuse\n" +
+ "DP3 r2.x, mvit[0], iNorm; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r2.y, mvit[1], iNorm;\n" +
+ "DP3 r2.z, mvit[2], iNorm;\n" +
+ "DP3 r3, lightPos, r2; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol; # col = ldotn * diffuse\n" +
"\n" +
- "MOV o[TEX0], v[TEX0];\n" +
+ "MOV oTex0, iTex;\n" +
"\n" +
- "MOV o[HPOS], R0;\n" +
+ "MOV oPos, r0;\n" +
"\n" +
- "END",
+ "END\n",
//
// Twist
//
- "!!VP1.0 # Twist\n" +
- "MOV R0, v[OPOS];\n" +
+ "!!ARBvp1.0\n" +
+ "# Twist\n" +
+ programSetup +
+ "MOV r0, iPos;\n" +
"\n" +
- "MUL R1.x, R0.x, c[61].x; # frequency\n" +
+ "MUL r1.x, r0.x, sinFreqAmplitude.x; # frequency\n" +
"\n" +
"# calculate sin(angle) and cos(angle)\n" +
- "ADD R1.y, R1.x, -c[62].w; # R1.y = R1.x + PI/2.0\n" +
+ "ADD r1.y, r1.x, -sinTaylorConst2.w; # r1.y = r1.x + PI/2.0\n" +
"\n" +
"# reduce to period of 2*PI\n" +
- "MUL R2, R1, c[62].x; # R2 = R1 / 2.0 * PI\n" +
- "EXP R3.y, R2.x; # R2.y = R2.x - floor(R2.x)\n" +
- "MOV R3.x, R3.y;\n" +
- "EXP R3.y, R2.y; # R2.y = R2.x - floor(R2.x)\n" +
- "MAD R2, R3, c[62].y, -c[62].z; # R2 = (R3 * 2.0*PI) - M_PI\n" +
- "\n" +
- "# R4.x = sin(R2.x);\n" +
- "# R4.y = cos(R2.y);\n" +
+ "MUL r2, r1, sinTaylorConst2.x; # r2 = r1 / 2.0 * PI\n" +
+ "EXP r3.y, r2.x; # r2.y = r2.x - floor(r2.x)\n" +
+ "MOV r3.x, r3.y;\n" +
+ "EXP r3.y, r2.y; # r2.y = r2.x - floor(r2.x)\n" +
+ "MAD r2, r3, sinTaylorConst2.y, -sinTaylorConst2.z; # r2 = (r3 * 2.0*PI) - M_PI\n" +
+ "\n" +
+ "# r4.x = sin(r2.x);\n" +
+ "# r4.y = cos(r2.y);\n" +
"# parallel taylor series\n" +
- "MUL R3, R2, R2;\n" +
- "MAD R4, -R3, c[63].w, c[63].z;\n" +
- "MAD R4, R4, -R3, c[63].y;\n" +
- "MAD R4, R4, -R3, c[63].x;\n" +
- "MUL R4, R4, R2;\n" +
+ "MUL r3, r2, r2;\n" +
+ "MAD r4, -r3, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r4, r4, -r3, sinTaylorConst1.y;\n" +
+ "MAD r4, r4, -r3, sinTaylorConst1.x;\n" +
+ "MUL r4, r4, r2;\n" +
"\n" +
"# x y z w\n" +
"# R:\n" +
@@ -928,38 +961,38 @@ public class VertexProgWarp {
"# s = sin(a)\n" +
"\n" +
"# calculate rotation around X\n" +
- "MOV R1, R0;\n" +
+ "MOV r1, r0;\n" +
"\n" +
- "MUL R1.y, R0.y, R4.y;\n" +
- "MAD R1.y, R0.z, -R4.x, R1.y; # ny = y*cos(a) - z*sin(a)\n" +
+ "MUL r1.y, r0.y, r4.y;\n" +
+ "MAD r1.y, r0.z, -r4.x, r1.y; # ny = y*cos(a) - z*sin(a)\n" +
"\n" +
- "MUL R1.z, R0.y, R4.x;\n" +
- "MAD R1.z, R0.z, R4.y, R1.z; # nz = y*sin(a) + z*cos(a)\n" +
+ "MUL r1.z, r0.y, r4.x;\n" +
+ "MAD r1.z, r0.z, r4.y, r1.z; # nz = y*sin(a) + z*cos(a)\n" +
"\n" +
- "DP4 o[HPOS].x, c[0], R1; # object x MVP -> clip\n" +
- "DP4 o[HPOS].y, c[1], R1;\n" +
- "DP4 o[HPOS].z, c[2], R1;\n" +
- "DP4 o[HPOS].w, c[3], R1;\n" +
+ "DP4 oPos.x, mvp[0], r1; # object x MVP -> clip\n" +
+ "DP4 oPos.y, mvp[1], r1;\n" +
+ "DP4 oPos.z, mvp[2], r1;\n" +
+ "DP4 oPos.w, mvp[3], r1;\n" +
"\n" +
"# rotate normal\n" +
- "MOV R2, v[NRML];\n" +
- "MUL R2.y, v[NRML].y, R4.y;\n" +
- "MAD R2.y, v[NRML].z, -R4.x, R2.y; # ny = y*cos(a) - z*sin(a)\n" +
+ "MOV r2, iNorm;\n" +
+ "MUL r2.y, iNorm.y, r4.y;\n" +
+ "MAD r2.y, iNorm.z, -r4.x, r2.y; # ny = y*cos(a) - z*sin(a)\n" +
"\n" +
- "MUL R2.z, v[NRML].y, R4.x;\n" +
- "MAD R2.z, v[NRML].z, R4.y, R2.z; # nz = y*sin(a) + z*cos(a)\n" +
+ "MUL r2.z, iNorm.y, r4.x;\n" +
+ "MAD r2.z, iNorm.z, r4.y, r2.z; # nz = y*sin(a) + z*cos(a)\n" +
"\n" +
"# diffuse lighting\n" +
- "DP3 R1.x, c[4], R2; # normal x MV-1T -> lighting normal\n" +
- "DP3 R1.y, c[5], R2;\n" +
- "DP3 R1.z, c[6], R2;\n" +
+ "DP3 r1.x, mvit[0], r2; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], r2;\n" +
+ "DP3 r1.z, mvit[2], r2;\n" +
"\n" +
- "DP3 R3, c[32], R1; # light position DOT normal\n" +
- "MUL o[COL0].xyz, R3, c[35]; # col = ldotn * diffuse\n" +
+ "DP3 r3, lightPos, r1; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol; # col = ldotn * diffuse\n" +
"\n" +
- "MOV o[TEX0], v[TEX0];\n" +
+ "MOV oTex0, iTex;\n" +
"\n" +
- "END"
+ "END\n"
};
private void runExit() {